[appologies if this doesn't make much sense. 2:30am and I'm about to go
to sleep :) ]
Mario Juric wrote:


> � believe SVG is an interesting format, but I want to undertand the gains
> with respect to texture compared to plain image formats?

SVG is not necessarily a replacement for a plain image format. Where it
is useful is if you want to define 2D vector graphics. I supposed the
closest format would be something like Flash. Adobe are pushing SVG as a
replacement to their flash format, so that's a good thing too. What SVG
adds is a layer of runtime information too, so you can animate text or
2D vector drawing. It does image clipping and more. The way I was
looking at it was to build an animated texture that basically gets the
SVG renderer to feed us new frames each time we need one.

> It also requires
> that our 3D modeling tool (Maya in our case) can work with SVG, but which
> tools currently do?

Most current 2D tools. I have PaintShopPro here and that will output
native SVG. Some of the adobe stuff does as well (not sure on details).

Maya wouldn't need to directly support SVG. I assume that your artists
generate textures in tools like Photoshop rather than Maya, so that's
one bonus of going with the SVG output. You get nice, anti-aliased
lines, (done in hardware if using VolatileImage) without needing to
pre-compromise your capabilities or rendering.

For us, it becomes a cheap way of implementing VRML's Text node. Frome
what we can tell, we cannot use J3D's Text2D node to implement the full
requirements of the VRML Text node and so need to come up with some
other system to do this. FWIW, Text/FontStyle is quite poorly handled by
all VRML renderers. The spec is quite vague and way too open ended.
Hopefully some of that will be fixed.

In addition for us, it is one extra sexy demo - we can show XML content
that is mixed - ie it contains X3D and SVG in the one file.


> What SVG tools are there? Batik?

Renderers? Batik is the most likely one we would use. Adobe has one too.
That's the limit of my knowledge currently. (hmm... I think IBM has one too)

>>Maybe, I could also get the overlay code going again to push it into that
> area.
> In which way does this fit with the overlay code?


We're looking at this mainly from the X3D perspective. We need,
effectively, 2D HUD objects. By using SVG, we can draw complete HUDs
very simply over the top of the 3D world. Use DOM to change the HUD
content or shape on the fly. Also, it allows a content person to change
the look and feel of the application using an external file format
rather than having to need a programmer. From a game designer's
perspective, think of the benefit that would give. Instead of needing to
code the UI, the designer just needs to get the artist to mock it up in
photoshop et al, and then restart the game. Very quick updates and
changes to the look and feel.

--
Justin Couch                         http://www.vlc.com.au/~justin/
Java Architect & Bit Twiddler              http://www.yumetech.com/
Author, Java 3D FAQ Maintainer                  http://www.j3d.org/
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"Humanism is dead. Animals think, feel; so do machines now.
Neither man nor woman is the measure of all things. Every organism
processes data according to its domain, its environment; you, with
all your brains, would be useless in a mouse's universe..."
                                               - Greg Bear, Slant
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