I've looked at most techniques and settled for distancefield based techniques for OpenGL.
I'm in the middle of putting everything together but right now I've just finished support for different markers, styles (glow || outlined || filled) and full unicode rendering.
You can place and rotate them however you want ;)
Lines rendered with the same technique are mostly there. They'll support the same styles and stuff like dotted lines, etc.
What's missing with that approach is hinting and LCD aware anti aliasing. I've seen people add these techniques to distance field rendering pipelines, so I'm optimistique that we can add them later on when asked for.
The speed is top notch, giving me smooth rendering of 1 million static particles and 50 thousand animated particles on my pretty weak ultrabook (i3 with hd 4400 - 1 million particles render in roughly 0.03s)
It supports hit testing calculated on the GPU( exposed via Reactive). Any pixel on the screen can be traced back to its origin.
I've added quite a lot of support for selection and editing the data directly on the GPU, which enabled me to implement complex stuff like text editing and 3D gizmos.
I hope that I can release all this in roughly one week.
By the way, it's all written in Julia and OpenGL with very little dependencies ;)
Best,
Simon