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:
> 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
> <fabien.cher...@gmail.com>wrote:
>
>> 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 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 (line art) PNG that looks good at 2400 pixels
>>> also look good at 600 pixels. I deal with about four million images a
>>> week, were I have to convert vector (typically CGM) to raster, and it sucks.
>>>
>>> I think I'll look again at OpenVG. Qt has some vestigial support, and
>>> there are 'converters' available to use OpenGL ES. once I have a working
>>> solution, I'll post again, to work out the best way to include support in
>>> the app.
>>>
>>>
>>> On Thu, Oct 10, 2013 at 4:35 AM, Fabien Chéreau <
>>> fabien.cher...@gmail.com> wrote:
>>>
>>>> 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 and
>>>> won't add a new dependency to the project.
>>>>
>>>> You could also maybe investiguate using QML, it's very flexible (you
>>>> could add some dynamic information) and also very fast.
>>>>
>>>> Fabien
>>>>
>>>>
>>>> On Thu, Oct 10, 2013 at 1:46 AM, Reaves, Timothy <
>>>> trea...@silverfieldstech.com> wrote:
>>>>
>>>>> I'm working on initial SVG support. There are a couple for reasons
>>>>> for this:
>>>>> - the ability to display sophisticated reticules in Oculars
>>>>> - the ability to remove GLUT usage in Oculars
>>>>> - the ability to replace raster images with vector images
>>>>>
>>>>> There are a couple of OpenGL ES libraries that tried to interpret
>>>>> SVG's via OpenVG, but, the two I fond seemed dead. So I'm using QtSvg.
>>>>>
>>>>> I have an SVG loading and display, but not correctly; it will need to
>>>>> be positioned & scaled (with a transform) to display correctly.
>>>>>
>>>>> This should probably be handled via StelPainter, or maybe
>>>>> StelMainView. Anyone care to share their thoughts? Fabien, I understand
>>>>> you're busy, and this probably is not on your RADAR, but I'd love your
>>>>> input.
>>>>>
>>>>>
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