Barry,
I tried to compile on windows and it works almost out of the box. If you
start from a clean computer, you only need to install the Qt SDK (Qt5.1.1)
with Mingw, a recent cmake and zlib. Open the CmakeList.txt, build and run
(you also need to copy all the dll from you QT install into the directory
where stellarim.exe is located).
Fabien
On Thu, Oct 10, 2013 at 11:18 PM, Barry Gerdes <barrygas...@hotmail.com>wrote:
> 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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