Re: [Stellarium-pubdevel] SVG support

2013-10-13 Thread Guillaume Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Barry Gerdes
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

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Fabien Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Fabien Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Georg Zotti
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

Re: [Stellarium-pubdevel] SVG support

2013-10-11 Thread Fabien Chéreau
: 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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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:

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Barry Gerdes
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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 >

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Barry Gerdes
+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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Barry Gerdes
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Georg Zotti
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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:

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Reaves, Timothy
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

Re: [Stellarium-pubdevel] SVG support

2013-10-10 Thread Fabien Chéreau
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