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 <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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