On Friday, 19 June 2015 at 16:23:00 UTC, Wyatt wrote:
You want reasons I dislike SVG? I can address a few different
levels.
It's unbelievably complex even if you reduce it to just the
still-graphics parts. This means implementing a renderer it is
not even close to trivial (you need to support a huge chunk of
Yes, it is not for end-user renderers. However, you can reduce
most of the useful subset of SVG to paths and transforms.
Even just rendering it for output on a device has poor
performance
That really depends on the engine, of course, as well as the
composition of the graphics, what kind of animation etc. If you
know how the composition affects the renderer you can get decent
performance. You obviously should not use filter effects on
animations.
It only supports linear gradients, which makes it basically
useless for artistic work unless you live in a "Modern" bubble.
Oh well, what you call "Modern" I would call timeless. I think
most logos can be done well in it.
There's no support for variable stroke width. You can only
define one stroke and one fill, so if you want to composite
those things, you need to do a lot of duplication. On top of
that, blending can only be done through filters (which are
milquetoast at best). And text in SVG is...ugh, let's not even
start.
Text in SVG works fine. I've used it for buttons.
I think they probably should've left out the filters and stuck
with aspect that better suits CSS-theming though.
SVG is somewhat useful if you only need simple diagrams with
solid colours and you don't trust PNG for some reason.
SVG is perfectly fine for any kind of decals, logos, buttons. PNG
is way more tedious.