On Fri, Oct 11, 2013 at 11:14 PM, Fabien Chéreau
wrote:
> Actually, it seems that this code is deactivated right now :(
> I see this in Steltexture.cpp
>
> bool genMipmap = false;
>
> if (genMipmap)
>
> glGenerateMipmap(GL_TEXTURE_2D);
>
>
> Guillaume was working on a code cleanup for textures, so
the paths yet on the working installation
Barry
From: fabien.cher...@gmail.com
Date: Fri, 11 Oct 2013 12:12:19 +0200
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] SVG support
Barry,I tried to compile on windows and it works almost out of the box. If you
sta
Actually, it seems that this code is deactivated right now :(
I see this in Steltexture.cpp
bool genMipmap = false;
if (genMipmap)
glGenerateMipmap(GL_TEXTURE_2D);
Guillaume was working on a code cleanup for textures, so it could be
that this will be fixed when
Fabien, do you know if my texture PNG can have the mip-mapped sizes, or
must OpenGL create them? The reason I ask is I'm currently telling
StelTextureManager to create MIPMAPS, and wondered if there was any way to
know that it was actually occurring.
On Fri, Oct 11, 2013 at 10:25 AM, Fabien Chér
On Fri, Oct 11, 2013 at 3:50 PM, Georg Zotti wrote:
> On Fr, 11.10.2013, 12:12, Fabien Chéreau wrote:
> > 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 cmak
On Fr, 11.10.2013, 12:12, Fabien Chéreau wrote:
> 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.
and gettext, right?
> Open the CmakeList.txt, build
: 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
ing so important when there are other more pressing
> problems with the current trunk.
> Barry
>
> --
> Date: Thu, 10 Oct 2013 18:36:32 -0400
> From: trea...@silverfieldstech.com
>
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re:
I know that
But why is it becoming so important when there are other more pressing problems
with the current trunk.
Barry
Date: Thu, 10 Oct 2013 18:36:32 -0400
From: trea...@silverfieldstech.com
To: stellarium-pubdevel@lists.sourceforge.net
Subject: Re: [Stellarium-pubdevel] SVG support
dows is not
> such a messy tool to work with.
>
> Barry
>
> --
> From: barrygas...@hotmail.com
> To: stellarium-pubdevel@lists.sourceforge.net
> Date: Fri, 11 Oct 2013 08:18:03 +1100
>
> Subject: Re: [Stellarium-pubdevel] SVG support
>
+1100
Subject: Re: [Stellarium-pubdevel] SVG support
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
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
Hey nice, I have that eyepiece!
G.
On Do, 10.10.2013, 21:28, Reaves, Timothy wrote:
> Here is a first go, just to see what a texture would look like.
>
> I'm using StelTextureManager to specify MIPMAP. I do not know if that is
> optimal. I'm going to have to look at the positioning & scaling
> t
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 opti
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
wrote:
> The best would be to immediately render the SVG in a texture at the proper
> resolution, and display it then.
> Frankly, I sti
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 wrote:
> What kind of graphcis do you
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 eig
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 (li
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 a
20 matches
Mail list logo