Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Barry Gerdes
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Barry Gerdes
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.

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Barry Gerdes
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Georg Zotti
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread Christoph Redecker
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

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread 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, Timothy < trea...@silverfieldstech.com> wrote: > I agree with the desirability of dynamic plugins, as it's easier to just > reco

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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:

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread Christoph Redecker
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

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread Alexander Wolf
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?

[Stellarium-pubdevel] Who is using dynamic plugins?

2013-10-10 Thread 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? -- October Webinars: Code for

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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