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 1.0.0 and a new
project commenced that could have great possibilities when Qt5 becomes really
stable, is part of Iinux and MinGw for Windows is not such a messy tool to work
with.
Barry
From: barrygas...@hotmail.com
To: stellarium-pubdevel@lists.sourceforge.net
Date: Fri, 11 Oct 2013 08:18:03 +1100
Subject: Re: [Stellarium-pubdevel] SVG support
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 Qt 4.8
development to reach the Stellarium 1.0.0 stage where it could be finalized and
started a completely new branch for the Qt5 version which may eventually have
great merit when it progresses past the stage we were at with the change to bzr
and Qt 4 about three years ago.
Just my thoughts
Barry
From: fabien.cher...@gmail.com
Date: Thu, 10 Oct 2013 18:17:24 +0200
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] SVG support
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 option; what resolutions would
you use? 100x100 up to 2000x2000?
On Thu, Oct 10, 2013 at 11:13 AM, Fabien Chéreau <fabien.cher...@gmail.com>
wrote:
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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