.svg image's have a width/height in the data. So it might be set to 100x100
units in the vector image, and I tell it to render to 320x320 pixels in
game. Or 10x10 pixels. Or squish it.

Using cairo+rsvg You can render as a pygame surface, from the .svg data. (
Trying to fully learn this myself, have it mostly working, but problem with
color channels being swapped :
http://stackoverflow.com/questions/10163870/wrong-color-channels-pygame-cairo-rsvg-drawing/10168809#10168809)

Although, You can render from .svg directly to png, later to be loaded in
game.

Spriter *just* released a new beta:
http://www.kickstarter.com/projects/539087245/spriter/posts

On Fri, Apr 6, 2012 at 6:46 AM, Sam Bull <sam.hack...@sent.com> wrote:

> On Thu, 2012-04-05 at 18:24 +0200, Santiago Romero wrote:
> >  How do you think I should be handling all this?
>
> One idea not mentioned, that I'm thinking about implementing, is to use
> vector graphics. I'm presuming that when you import an svg file into a
> game, it is turned into a standard bitmap.
>        But, I see no reason you can't scale it to the correct size for
> whatever resolution is selected on the fly, before the code imports it
> as a bitmap. This means you would always have a perfect full-resolution
> image for any selected screen resolution.
>
> You would probably need to decide on an aspect ratio and stick with it
> though, how you decide to adjust to different screen ratios is up to
> you.
>
>


-- 
Jake

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