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 <barrygas...@hotmail.com>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 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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