Glut is no longer supported; masking is the big thing it's used for. SVG's
could have replaced that functionality. Masks could too, although that's a
pretty inefficient way to do so.
On Thu, Oct 10, 2013 at 6:51 PM, Barry Gerdes wrote:
> I know that
> But why is it becoming so important when t
I know that
But why is it becoming so important when there are other more pressing problems
with the current trunk.
Barry
Date: Thu, 10 Oct 2013 18:36:32 -0400
From: trea...@silverfieldstech.com
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] SVG support
Barry, SVG has nothing to do with what version of Qt is used. Tangential
issues.
On Thu, Oct 10, 2013 at 5:32 PM, Barry Gerdes wrote:
> Further to what I said previously believe that the present Stellarium
> trunk should be merged back to the simplegles-qml version as Stellarium-gml
> and the
Further to what I said previously believe that the present Stellarium trunk
should be merged back to the simplegles-qml version as Stellarium-gml and the
present Stellarium should revert to where it was at build 6223 (5798). This way
Stellarium can continue as its own entity towards version 1.0.
Why the obsession with svg support when the Qt5 version is broken in many
former functions that worked well with the Qt 4.8 version of Stellarium? I can
see very little use except for scales in plugins and maybe text rendering.
The way I see it we should have left the old trunk to continue the Q
Hey nice, I have that eyepiece!
G.
On Do, 10.10.2013, 21:28, Reaves, Timothy wrote:
> Here is a first go, just to see what a texture would look like.
>
> I'm using StelTextureManager to specify MIPMAP. I do not know if that is
> optimal. I'm going to have to look at the positioning & scaling
> t
yes, if 1024 is not enough, 2048 work on most devices nowadays. Also a png
with the image of your svg will be very well compressed thus very small.
Fabien
On Thu, Oct 10, 2013 at 5:56 PM, Reaves, Timothy <
trea...@silverfieldstech.com> wrote:
> So how would you use an image? A MIPMAP is an opti
So how would you use an image? A MIPMAP is an option; what resolutions
would you use? 100x100 up to 2000x2000?
On Thu, Oct 10, 2013 at 11:13 AM, Fabien Chéreau
wrote:
> The best would be to immediately render the SVG in a texture at the proper
> resolution, and display it then.
> Frankly, I sti
The point of the cmake file being too heavy came up not long before, iirc.
Am 10.10.2013 17:14, schrieb Fabien Chéreau:
> It's fine for me to force core plugins as static. I completely agree
> that the cmake file is really too heavy right now.
> Fabien
>
>
> On Thu, Oct 10, 2013 at 4:49 PM, Reaves
It's fine for me to force core plugins as static. I completely agree that
the cmake file is really too heavy right now.
Fabien
On Thu, Oct 10, 2013 at 4:49 PM, Reaves, Timothy <
trea...@silverfieldstech.com> wrote:
> I agree with the desirability of dynamic plugins, as it's easier to just
> reco
The best would be to immediately render the SVG in a texture at the proper
resolution, and display it then.
Frankly, I still think I'd be easier to use directly an image, maybe with
precomputed mimaps.
Fabien
On Thu, Oct 10, 2013 at 3:19 PM, Reaves, Timothy <
trea...@silverfieldstech.com> wrote:
I agree with the desirability of dynamic plugins, as it's easier to just
recompile the plugin itself, as you say.
I think the core plugins (the ones co-located in the repository) can be
compiled static, and not prevent external dynamic.
Our cmake files are too polluted with stuff, and I'd like to
Actually I'm "using" dynamic plugins, but it's kind of a personal
testing project (I know, gpl and all that). The good thing about dynamic
plugins is that I don't need to rebuild stellarium just to test
something. I also tried making it static first,but that failed for some
reason I don't remem
Please be more explicit: what 3rd party plugins? The ones in the
Slellarium are built as static.
On Thu, Oct 10, 2013 at 10:04 AM, Alexander Wolf wrote:
> 2013/10/10 Reaves, Timothy
>
> I asked this more than a year ago (I think), and I want to see what if
>> anything has changed. All platfor
2013/10/10 Reaves, Timothy
> I asked this more than a year ago (I think), and I want to see what if
> anything has changed. All platforms I believe are using only static
> plugins, and have for several years now. Am I wrong?
>
All 3rd party plugins is dynamic. Do you want drop dynamic plugins?
I asked this more than a year ago (I think), and I want to see what if
anything has changed. All platforms I believe are using only static
plugins, and have for several years now. Am I wrong?
--
October Webinars: Code for
Here is my first example. I can get this to display, but, with
QtSvgRenderer you can not directly apply transforms, so I can not get it to
scale, or move. I'd have to use methods on QPainter I think for that.
On Thu, Oct 10, 2013 at 8:50 AM, Fabien Chéreau wrote:
> What kind of graphcis do you
What kind of graphcis do you want to display? Could you post an example?
On Thu, Oct 10, 2013 at 2:41 PM, Reaves, Timothy <
trea...@silverfieldstech.com> wrote:
> I'm not worried about the dependency; that is just no longer an issue.
> UNIX-like platforms use six Qt modules, and Windows uses eig
I'm not worried about the dependency; that is just no longer an issue.
UNIX-like platforms use six Qt modules, and Windows uses eight. Having
said that, the Qt support for SVG's is very limited.
I don't want to pre-rasterize these images, as the results are just too
degraded. You can't have a (li
Hi Thimothy,
my experience (at work) with QtSVG was actually not that great (2 years
ago). The renderer was not very good and not complete (don't support
effects or stuff like that). For your use case of displaying reticles, I
would actually favor using regular images rather than SVG. It's faster a
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