Re: Vector Images and the SVGL stack

2015-11-13 Thread Richmond

On 13/11/15 01:11, Bob Sneidar wrote:

On Nov 10, 2015, at 10:39 , [-hh] > 
wrote:

B.S. wrote
That just about broke my brain in Algebra. I contended that an infinitely small 
point was nothing at all, therefore an infinite number of points was also 
nothing at all. So why were we talking about it as though it were something 
tangible?? :)

Richard certainly believes in the continuum hypothesis and means by "number" 
(as every linux specialist) the cardinality of the continuum. How to draw all these 
points? The answer is 42.

What really will blow everyone's skirt up


I don't wear a skirt, I wear a kilt (which is made from heavier material 
than the average skirt).


Richmond.


  is finding out what the question is (which btw is NOT "How to draw all these points?" 
that is too obvious, and no one could accept that anyway.) And besides, the computer built to 
compute "the question" smashed it's operators under a coffee pot or some such thing, and 
is likely on the other side of the galaxy grabbing a bite.

Bob S


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Re: Vector Images and the SVGL stack

2015-11-13 Thread Peter M. Brigham
On Nov 13, 2015, at 1:20 PM, Richmond wrote:

> On 13/11/15 15:57, [-hh] wrote:
>>>> Bob S. wrote:
>>>> What really will blow everyone's skirt up
>>>> is finding out what the question is ...
>>> Richmond M. wrote:
>>> I don't wear a skirt, I wear a kilt (which is made from heavier
>>> material than the average skirt). Richmond.
>> So wearing a kilt is one way to avoid impersonating Marilyn M.
>> 
> 
> I don't hang around over upward venting air-conditioning systems.
> 
> And nobody I know has, yet, tired calling me "Marilyn".
> 
> However, surely the answer here should be; "Where did this tangentialism lose 
> contact
> with LiveCode?"

It didn't -- tan() is a valid LC function, and tan("Vector Images and the SVGL 
stack") = "Marilyn." Or maybe "kilt." My trigonometry is a bit rusty.

-- Peter

Peter M. Brigham
pmb...@gmail.com
http://home.comcast.net/~pmbrig


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Re: Vector Images and the SVGL stack

2015-11-13 Thread Richmond

On 13/11/15 15:57, [-hh] wrote:

Bob S. wrote:
What really will blow everyone's skirt up
is finding out what the question is ...

Richmond M. wrote:
I don't wear a skirt, I wear a kilt (which is made from heavier
material than the average skirt). Richmond.

So wearing a kilt is one way to avoid impersonating Marilyn M.



I don't hang around over upward venting air-conditioning systems.

And nobody I know has, yet, tired calling me "Marilyn".

However, surely the answer here should be; "Where did this tangentialism 
lose contact

with LiveCode?"

R.

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Re: Vector Images and the SVGL stack

2015-11-13 Thread [-hh]
> > Bob S. wrote:
> > What really will blow everyone's skirt up 
> > is finding out what the question is ...

> Richmond M. wrote:
> I don't wear a skirt, I wear a kilt (which is made from heavier
> material than the average skirt). Richmond.

So wearing a kilt is one way to avoid impersonating Marilyn M.


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Re: Vector Images and the SVGL stack

2015-11-12 Thread Bob Sneidar

On Nov 10, 2015, at 10:39 , [-hh] > 
wrote:

B.S. wrote
That just about broke my brain in Algebra. I contended that an infinitely small 
point was nothing at all, therefore an infinite number of points was also 
nothing at all. So why were we talking about it as though it were something 
tangible?? :)

Richard certainly believes in the continuum hypothesis and means by "number" 
(as every linux specialist) the cardinality of the continuum. How to draw all 
these points? The answer is 42.

What really will blow everyone's skirt up is finding out what the question is 
(which btw is NOT "How to draw all these points?" that is too obvious, and no 
one could accept that anyway.) And besides, the computer built to compute "the 
question" smashed it's operators under a coffee pot or some such thing, and is 
likely on the other side of the galaxy grabbing a bite.

Bob S


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Re: Vector Images and the SVGL stack

2015-11-11 Thread Scott Rossi
On 11/11/15, 1:00 AM, "use-livecode on behalf of Alejandro Tejada"
 wrote:


>Please, notice the following: Livecode vector graphics only use integer
>(1,2,3,4,5...) for displaying graphics strokes (borders). This limitation
>could be a barrier to import and display faithfully many professional
>illustrations created or exported to SVG format.


Unfortunately, this is quite true, and relates to the same issue mentioned
by Richard Gaskin the other day:

> The difference between a true Bezier object and emulating Beziers with
> polygons is resolution.  Polygons can be made to like very good on
> screen, but cannot be made to resize larger, or print to a printer with
> higher resolution than the monitor, with the same smoothness as a true
> Bezier curve object.


Currently, the point system of LiveCode's default graphics is based on
full 1-pixel units, which limits the degree of subtlety that can be
applied to a graphic.  Until the "shape" object materializes and/or bezier
curves, it isn't possible to create a graphic with smooth articulated
curves that scales well to any size.  And even then, only LiveCode 8 and
later will be able to take advantage of it.


For the moment, one workaround is to display a graphic at a large size,
snapshot it as an image, and reduce the image down using "good" or "best"
resizeQuality.  While this can make for a decent looking object, it
defeats the purpose of using a graphic in the first place.

Regards,

Scott Rossi
Creative Director
Tactile Media, UX/UI Design



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Vector Images and the SVGL stack

2015-11-11 Thread Alejandro Tejada
Hi All,

Many Thanks for your kind words, but remember that
this is just an updated version of Ian McPhail's stack
SVGL: http://livecodeshare.runrev.com/stack/112/SVGL

I posted a small update of SVGL (Not SVGL + Gradients)
in this forum thread:
http://forums.livecode.com/viewtopic.php?f=10=25612=15

Please test this updated version of SVGL, importing first all included svg
within the included folder and import any other svg that you want, or
download them from OpenClipart.org

Send me your files that produce errors with SVGL 2015 rev01 to study and
produce code that allows to import them without errors.

Please, notice the following: Livecode vector graphics only use integer
(1,2,3,4,5...) for displaying graphics strokes (borders). This limitation
could be a barrier to import and display faithfully many professional
illustrations created or exported to SVG format.

A better option for LC8 developers will be to use the widget architecture
that could render an display exactly any imported SVG...
but for LC7 users and developers, SVGL still is our best choice.

As explained by Mark Waddingham:
"Actually, the first task I set Ian (one of our engineers) to do when
he first joined was to first write something which converted a
simple language I had designed ('SVGL') into vector graphic objects;
and then write an SVG -> SVGL converter."
http://lists.runrev.com/pipermail/use-livecode/2015-October/220199.html

In another message thread, Mark Waddingham explained really well
the issues around importing and displaying SVG:
http://lists.runrev.com/pipermail/use-livecode/2015-October/220198.html
Hopefully, LiveCode will provide an option in the IDE to open a SVG editor
to edit any svg displayed in the stack.

Again, many thanks for keeping alive your interest in this topic!
Have a nice day!

Alejandro
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Re: Vector Images and the SVGL stack

2015-11-11 Thread [-hh]
> Scott R. wrote:
> Currently, the point system of LiveCode's default graphics is based on
> full 1-pixel units, which limits the degree of subtlety that can be
> applied to a graphic.  Until the "shape" object materializes and/or
> bezier curves, it isn't possible to create a graphic with smooth
> articulated curves that scales well to any size.  And even then, only
> LiveCode 8 and later will be able to take advantage of it.

I don't agree with such a banalizing of LC's graphics method which is pretty 
good. Especially you know that and told us a several nifty techniques. And I 
like it very much to have a one-to-one access to the pixels of my display (for 
the points of my printer I use TeX).

SVG/ postscript/pdf don't "scale" to other devices, that's what LC does. The 
others *recompute* the raster according to the stored mathematical model (incl. 
a lot of simple line segments) and they "scale" embedded images, often badly 
smoothed.
We could also store the floating point coords or generating math models with 
every graphic object and recompute a smooth display-points version with every 
rescaling of the objects or change of device. It's sadly difficult, but it's 
already possible.

There is still a lot to do for the LC team with graphics  a set of selected 
library additions for LC 8 could go, for example, as externals to LC 6-7, 
perhaps also by Monte?).

Nevertheless: We are the graphic barbarians, not LC.


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Re: Vector Images and the SVGL stack

2015-11-10 Thread Richmond

On 10/11/15 18:16, Bob Sneidar wrote:

That just about broke my brain in Algebra. I contended that an infinitely small 
point was nothing at all, therefore an infinite number of points was also 
nothing at all. So why were we talking about it as though it were something 
tangible?? :-)

Bob S


Zeno's arrow never moved.

Richmond.




On Nov 9, 2015, at 16:56 , Richard Gaskin 
> wrote:

When thinking of SVG path emulation in a language that has no native support 
for such things (yet), consider a circle: an infinite number of points a given 
distance from a given point.

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Re: Vector Images and the SVGL stack

2015-11-10 Thread Richard Gaskin

-hh wrote:

>> R.G. wrote:
>>
>> The difference between a true Bezier object and emulating Beziers
>> with polygons is resolution.
>
> I see it like this, a little bit different.
>
> A "true" Bezier object is a mathematical model, for thinking and
> abstract computations, but not realizable in our deterministic world.
>
> The graphical output for such an object is **always** a raster of
> points, an approximation by a polygonal line ("emulated" in your
> terms) no matter if SVG, HTML5, postscript/pdf or LC give the input.
> If you look at the output with a microscope you still see the pixels
> of Super Mario.
>
> In LC you have to give the raw list of points, the others above use
> for short the mathematical model *as abstract description* for the
> raster they wish, that is then 'optimally' prepared for the device
> by algorithms of the library.
>
> So the difference is for me nothing more than the method of giving
> the directive to the CPU or graphics processor, supported by a more
> or less large library. In LC you have until now to write the
> algorithm by yourself.
>
> So, of course you are right that such a library would be comfortable.

As often happens with you and I, we rarely use the same words but 
frequently agree.  Each of us has described the same rendering 
mechanics, but in different ways.


Of course whether re-rendered on resize in a script or in C any SVG can 
be made to look good.  But given how much faster C is, and since SVG is 
already provided in LC's underlying Skia, why not use it?


Mark Waddingham has already submitted the pull request, so at this point 
it's not like we need to wait much longer to have a fairly optimal SVG 
rendering option in LC.


--
 Richard Gaskin
 Fourth World Systems
 Software Design and Development for the Desktop, Mobile, and the Web
 
 ambassa...@fourthworld.comhttp://www.FourthWorld.com


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Re: Vector Images and the SVGL stack

2015-11-10 Thread Bob Sneidar
That just about broke my brain in Algebra. I contended that an infinitely small 
point was nothing at all, therefore an infinite number of points was also 
nothing at all. So why were we talking about it as though it were something 
tangible?? :-)

Bob S


On Nov 9, 2015, at 16:56 , Richard Gaskin 
> wrote:

When thinking of SVG path emulation in a language that has no native support 
for such things (yet), consider a circle: an infinite number of points a given 
distance from a given point.

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Re: Vector Images and the SVGL stack

2015-11-10 Thread [-hh]
> B.S. wrote
> That just about broke my brain in Algebra. I contended that an infinitely 
> small point was nothing at all, therefore an infinite number of points was 
> also nothing at all. So why were we talking about it as though it were 
> something tangible?? :)

Richard certainly believes in the continuum hypothesis and means by "number" 
(as every linux specialist) the cardinality of the continuum. How to draw all 
these points? The answer is 42.

But joke aside, Mark W. begun to built into the engine computations and 
comparisons with 'infinity' (cardinality of natural numbers, see "This week in 
LC #8").

I'm curious about the future dictonary entries to infty -- not that easy to 
explain, that 2*infty = infty or infty - 1 = infty.
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Re: Vector Images and the SVGL stack

2015-11-09 Thread [-hh]
> R.G. wrote:
> 
> The difference between a true Bezier object and emulating Beziers with 
> polygons is resolution.

I see it like this, a little bit different.

A "true" Bezier object is a mathematical model, for thinking and abstract 
computations, but not realizable in our deterministic world.

The graphical output for such an object is **always** a raster of points, an 
approximation by a polygonal line ("emulated" in your terms) no matter if SVG, 
HTML5, postscript/pdf or LC give the input. If you look at the output with a 
microscope you still see the pixels of Super Mario.

In LC you have to give the raw list of points, the others above use for short 
the mathematical model *as abstract description* for the raster they wish, that 
is then 'optimally' prepared for the device by algorithms of the library.

So the difference is for me nothing more than the method of giving the 
directive to the CPU or graphics processor, supported by a more or less large 
library. In LC you have until now to write the algorithm by yourself.

So, of course you are right that such a library would be comfortable.

> B.S. wrote: 
> 
> I'm not saying Postscript can be replaced by SVG, it just seems like a poor 
> man's alternative. LC will likely never support Postscript graphics because 
> it would require an interpreter, which would cost extra and burden the 
> rendering engine when used.
> 
> Now on the issue of things like blends and text within graphics I can see how 
> supporting SVG in the engine would be a benefit as opposed to having to 
> convert an SVG to something LC understands.

First of all. For both of us is postscript/pdf the non-plus-ultra, I suppose. 
But I use it (the "raw" edit) only for very special work.
I'm an ordinary LC user, use LC for a large part of the daily life, that's it. 
If I wish to have more complicated things then I can use (faster) other apps.

The HTML5 branch is a promising way, simplest to use via the standalone 
builder. And as HTML5 serves also SVG it may be better to support direct HTML5 
calls (do myScript as HTML5script) in the engine.
Modern browsers have the SVG support already implemented and will do it for us.
So supporting (the small part) SVG in the engine doesn't make sense for me, 
ALejandro's way is the more applicable one,
for me -- everybody as he likes it.
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Re: Vector Images and the SVGL stack

2015-11-09 Thread Bob Sneidar
Inversely, one could argue that if this can be done strictly with Livecode the 
way it is now, why do we need to make SVG support such a high priority?

Bob S


On Nov 7, 2015, at 08:41 , Richmond 
> wrote:

This is really super work: Mark Waddingham and Co. should "sit up and take 
notice".

Frankly, in the light of the fact that Alejandro can do this single-handedly I 
cannot help wondering
why the LiveCode team seem to be having some sort of "problem" vis-a-vis SVG 
and the IDE right now.

Richmond.

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Re: Vector Images and the SVGL stack

2015-11-09 Thread Richard Gaskin
Unless I misunderstand what Alejandro is doing, his work is able to run 
in v7 and earlier because it translates SVG elements into LC graphics. 
 He does a very good job of it, but SVG includes primitives beyond what 
LC offers.


We have ovals, lines, polygons, roundRects, and rects, but SVG also 
allows paths that can consist of straight lines, curves, and even Beiziers.


At a fixed size it's possible to use polygons for nicely-rendered 
emulation of SVG paths, as Alejandro has done, but at higher resolution 
(such as when printing) or if resized sufficiently large, any emulated 
path using elements not found in LC will show some jagged edges where 
true SVG rendering will remain smooth at any resolution.


--
 Richard Gaskin
 Fourth World Systems
 Software Design and Development for the Desktop, Mobile, and the Web
 
 ambassa...@fourthworld.comhttp://www.FourthWorld.com


Bob Sneidar wrote:


Inversely, one could argue that if this can be done strictly with Livecode the 
way it is now, why do we need to make SVG support such a high priority?

Bob S


On Nov 7, 2015, at 08:41 , Richmond mailto:richmondmathewson at gmail.com>> wrote:

This is really super work: Mark Waddingham and Co. should "sit up and take 
notice".

Frankly, in the light of the fact that Alejandro can do this single-handedly I 
cannot help wondering
why the LiveCode team seem to be having some sort of "problem" vis-a-vis SVG 
and the IDE right now.

Richmond.



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Re: Vector Images and the SVGL stack

2015-11-09 Thread Richard Gaskin

-hh wrote:
> R.G. wrote:
>> He [Alejandro] does a very good job of it, but SVG includes
>> primitives beyond what LC offers. We have ovals, lines,
>> polygons, roundRects, and rects, but SVG also allows paths
>> that can consist of straight lines, curves, and even Beiziers.
>
> LC is pretty good able to do straight lines, curves, and even
> quadratic or cubic Bezier curves ...
>
> And Alejandro translates SVG also to these (did already LC's Ian
> in his basic SVGL of 2009). And moreover, very difficult, Al
> currently imports to Graphic Effects.

The difference between a true Bezier object and emulating Beziers with 
polygons is resolution.  Polygons can be made to like very good on 
screen, but cannot be made to resize larger, or print to a printer with 
higher resolution than the monitor, with the same smoothness as a true 
Bezier curve object.


When thinking of SVG path emulation in a language that has no native 
support for such things (yet), consider a circle: an infinite number of 
points a given distance from a given point.  Of course an infinite 
number of points would take infinite processing power to calculate, but 
a graphics engine like LiveCode's or Skia's (which in recent versions is 
the same thing) will render a circle primitive by calculating only the 
points it needs for the display device it's being rendered on.


Given that, if a fixed number of points is used to define a circle at a 
given resolution, enlarging the object will expose its points, making it 
evident that it's an approximation made from a polygon.  The larger the 
resizing, the more jaggy its appearance.  Shrunk down small enough a 
stop sign will look like a circle, but enlarged it becomes increasingly 
clear that it's a polygon.


Same with Beziers and mixed-type paths, since neither are among LC's 
built-in primitives at this time.


Skia, however, has SVG libraries available, which can be used to render 
any primitives defined in SVG to the full resolution of the display 
device (or printer, as the case may be).


--
 Richard Gaskin
 Fourth World Systems
 Software Design and Development for the Desktop, Mobile, and the Web
 
 ambassa...@fourthworld.comhttp://www.FourthWorld.com


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Re: Vector Images and the SVGL stack

2015-11-09 Thread [-hh]
R.G. wrote:
> He [Alejandro] does a very good job of it, but SVG includes primitives beyond 
> what LC offers.
> We have ovals, lines, polygons, roundRects, and rects, but SVG also 
> allows paths that can consist of straight lines, curves, and even Beiziers.

LC is pretty good able to do straight lines, curves, and even quadratic or 
cubic Bezier curves ...

And Alejandro translates SVG also to these (did already LC's Ian in his basic 
SVGL of 2009). And moreover, very difficult, Al currently imports to Graphic 
Effects.

B.S. wrote:
> SVG seems to be vector graphics for those of us who don't want to license 
> Postscript.

Could you please give a hint where we can find a postscript library or PDF 
library that has at about the level that ALejandro reached with his SVG library?
It is in LC on linux not even possible to display a simple PDF. An SVG? Yes.
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Re: Vector Images and the SVGL stack

2015-11-09 Thread Bob Sneidar
I was simply commenting that my sense of SVG is that it is cost free 
alternative to Postscript, which has to be licensed by anyone who uses it. I 
could be mistaken. Postscript is of course, a great deal more robust. For 
example, I do not see anything in the SVG standard that uses color management 
(I may not have read far enough). I also didn't see anything regarding alpha 
channels or the like.

I'm not saying Postscript can be replaced ny SVG, it just seems like a poor 
man's alternative. LC will likely never support Postscript graphics because it 
would require an interpreter, which would cost extra and burden the rendering 
engine when used.

Now on the issue of things like blends and text within graphics I can see how 
supporing SVG in the engine would be a benefit as opposed to having to convert 
an SVG to something LC understands.

Bob S


On Nov 9, 2015, at 16:16 , [-hh] > 
wrote:

Could you please give a hint where we can find a postscript library or PDF 
library that has at about the level that ALejandro reached with his SVG library?
It is in LC on linux not even possible to display a simple PDF. An SVG? Yes.

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Re: Vector Images and the SVGL stack

2015-11-09 Thread Bob Sneidar
Ah! I was under the impression that Alejandro had come up with a comprehensive 
library of SVG routines. As an aside, from what I am reading, SVG seems to be 
vector graphics for those of us who don't want to license Postscript. I've 
never worked with them before, but my curiosity is piqued.

Bob S


On Nov 9, 2015, at 14:34 , Richard Gaskin 
> wrote:

Unless I misunderstand what Alejandro is doing, his work is able to run in v7 
and earlier because it translates SVG elements into LC graphics.  He does a 
very good job of it, but SVG includes primitives beyond what LC offers.

We have ovals, lines, polygons, roundRects, and rects, but SVG also allows 
paths that can consist of straight lines, curves, and even Beiziers.

At a fixed size it's possible to use polygons for nicely-rendered emulation of 
SVG paths, as Alejandro has done, but at higher resolution (such as when 
printing) or if resized sufficiently large, any emulated path using elements 
not found in LC will show some jagged edges where true SVG rendering will 
remain smooth at any resolution.

--
Richard Gaskin
Fourth World Systems
Software Design and Development for the Desktop, Mobile, and the Web

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Re: Vector Images and the SVGL stack

2015-11-07 Thread Richmond

On 07/11/15 05:01, Alejandro Tejada wrote:

Hi All,

Just an update. I am building and testing a new parser (or importer)
for SVG files based in SVGL and new scripts to import gradients
that I used in the attached livecode stack inside a zip file.

This new svg parser (not available yet) will be more flexible
about the expected SVG structure. After analizing and testing
many SVG files generated by different applications, I noticed
that a better strategy is to parse and validate whole tags,
before creating graphics in the stack:


... followed by unpredictable/correct/wrong
... content that needs validation...
 or maybe just this closing mark />

In the attached zip file, that you could download from:
http://forums.livecode.com/viewtopic.php?f=10=25612
I have included 4 small svg files with the stack
inside the Zip file. Import these small svg files
in first place.

Have a nice weekend!

Al



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This is really super work: Mark Waddingham and Co. should "sit up and 
take notice".


Frankly, in the light of the fact that Alejandro can do this 
single-handedly I cannot help wondering
why the LiveCode team seem to be having some sort of "problem" vis-a-vis 
SVG and the IDE right now.


Richmond.

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Re: Vector Images and the SVGL stack

2015-11-07 Thread Alejandro Tejada
Hi Richmond,


Richmond Mathewson-2 wrote
> This is really super work: Mark Waddingham and Co. 
> should "sit up and take notice".
> 
> Frankly, in the light of the fact that Alejandro can do this 
> single-handedly I cannot help wondering why the LiveCode 
> team seem to be having some sort of "problem" vis-a-vis 
> SVG and the IDE right now.

Many Thanks for your kind words, just notice that
this is not the complete solution but a small step in
the long and winding road of importing SVG graphics
to LiveCode stacks. If LiveCode ask me about this,
I will suggest to import SVG Tiny 1.2 not the 
SVG 1.1 Full specification.
http://www.w3.org/TR/SVGTiny12/

The first time that I saw SVG graphics, I though:
"NO, No, no... I do not want to use or learn anything
about this new format..."
I am sure that I was not alone. 

What is wrong with SVG? Probably nothing... 

A good selling point for SVG is Extensibility
Who does not love and want to apply this 
concept of Extensibility in their own life in 
every possible way? :-D

Those Transformation Matrices catch the eye of 
every 3D graphics developer who have to deal 
with them in a daily basis in their 3D job.

And If you are really dedicated to your craft,
you could add video, audio, animation and 
interactivity within your svg files.

SVG remembers me that old joke:
A Camel is a horse designed by a committee.

SVG is the horse created by WC3 and now everybody
who needs to use vector graphics in the web needs to 
learn to ride that horse... or else (bitmaps).

Al



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Re: Vector Images and the SVGL stack

2015-11-06 Thread Alejandro Tejada
Hi All,

Just an update. I am building and testing a new parser (or importer)
for SVG files based in SVGL and new scripts to import gradients
that I used in the attached livecode stack inside a zip file.

This new svg parser (not available yet) will be more flexible 
about the expected SVG structure. After analizing and testing 
many SVG files generated by different applications, I noticed 
that a better strategy is to parse and validate whole tags, 
before creating graphics in the stack:


... followed by unpredictable/correct/wrong 
... content that needs validation...
 or maybe just this closing mark />

In the attached zip file, that you could download from:
http://forums.livecode.com/viewtopic.php?f=10=25612
I have included 4 small svg files with the stack
inside the Zip file. Import these small svg files
in first place.

Have a nice weekend!

Al



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Re: Vector Images and the SVGL stack

2015-10-30 Thread Frans Schoffelen

> On 30 Oct 2015, at 04:50, Alejandro Tejada wrote:
> 
> Download SVGL:
> livecodeshare.runrev.com/stack/112/SVGL 
> 
> Download this SVG file:
> https://openclipart.org/detail/3859/italian-coffee-maker 
> 
> 
> Import this svg using SVGL. Notice that
> does not works.


Hi Alejandro, I’ve been using the SVGL stack for a while now but the heart of 
the matter
is that its output is still polygon objects in a group ( which you have to 
ungroup, ungroup a couple of times
in LiveCode , then regroup as one group for scaling to work) and I can scale 
this group.

However: I can’t copy the code into SVGL icon as of yet because it contains as 
you state Transforms but also
it is not one compound path ( with black stroke) but multiple paths ( or 
multiple objects as CS6 calls it in Illustrator)
Somehow I have the feeling that most of the code for the SVGL transform is 
already there if only we could have a recipe
to save our SVGL’s in ONE standard format that an adapted version of the SVGL 
icon importer from Trevor can recognise.

Basically : Colour and multiple paths. Nothing else.

I know too little Illustrator and LiveCode Builder (as of yet)  to actively 
recognise what goes wrong. But would be willing to help.

Best from Berlin

Frans
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Re: Vector Images and the SVGL stack

2015-10-30 Thread Frans Schoffelen

> On 30 Oct 2015, at 04:50, Alejandro Tejada wrote:
> 
> Download SVGL:
> livecodeshare.runrev.com/stack/112/SVGL 
> 
> Download this SVG file:
> https://openclipart.org/detail/3859/italian-coffee-maker 
> 
> 
> Import this svg using SVGL. Notice that
> does not works.


Hi Alejandro, I’ve been using the SVGL stack for a while now but the heart of 
the matter
is that its output is still polygon objects in a group ( which you have to 
ungroup, ungroup a couple of times
in LiveCode , then regroup as one group for scaling to work) and I can scale 
this group.

However: I can’t copy the code into SVGL icon as of yet because it contains as 
you state Transforms but also
it is not one compound path ( with black stroke) but multiple paths ( or 
multiple objects as CS6 calls it in Illustrator)
Somehow I have the feeling that most of the code for the SVGL transform is 
already there if only we could have a recipe
to save our SVGL’s in ONE standard format that an adapted version of the SVGL 
icon importer from Trevor can recognise.

Basically : Colour and multiple paths. Nothing else.

I know too little Illustrator and LiveCode Builder (as of yet)  to actively 
recognise what goes wrong. But would be willing to help.

Best from Berlin

Frans
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