Good work. Can you check, does it play my wonderries.mobi clips as well on 
Android?

On Mon Jul 26th, 2010 7:22 PM EEST [email protected] wrote:

>Yes, within the svg player.  It's fully compliant with tiny 1.2. 
>
>They definitely support Android with a full wicd HTML plug-in for the android 
>or generic webkit based browser.
>
>Don
>
>Sent from my iPhone
>
>On 2010-07-26, at 8:30 AM, veiko herne <[email protected]> wrote:
>
>> Have Bitflash implemented SMIL by now?
>> 
>> On Sat Jul 24th, 2010 4:08 PM EEST [email protected] wrote:
>> 
>>> You should probably look at using the ski 2d engine in android.  I think in 
>>> 2.2 or 3.0 of android will accelerate ski with OpenGL and do the 
>>> acceleration for you.  Or you can license an svg engine from bitflash that 
>>> is already 1.2 compliant and runs on android.  It even has a plugin for the 
>>> browser.
>>> 
>>> Don
>>> 
>>> Sent from my iPhone
>>> 
>>> On 2010-07-23, at 1:16 AM, Raks A <[email protected]> wrote:
>>> 
>>>> Hi,
>>>> 
>>>> As Android does not have SVG support and I am supposed to write a player 
>>>> for
>>>> SVG SMIL animation I wanted to get a feedback on the approach to follow to
>>>> get a decent frame rate like 20 frames/second.
>>>> My area of concern is mainly around curves ( paths ) and their animations
>>>> involving animateMotion and animateTransform
>>>> 
>>>> 1. One of the ways would be to convert the SVG into OpenGL commands but not
>>>> sure about drawing bezier curves with opengl if it is possible to do or not
>>>> 
>>>> 2. Other way is to use the Graphics package and use the path functions to
>>>> create path every 50ms ( to get 20f/s ) to get the animation effect on path
>>>> but not sure if it will be too slow
>>>> 
>>>> If anyone has any experience in playing SVG SMIL animation in Android, can
>>>> they please share the right approach
>>>> 
>>>> - Rakesh
>>>> 
>>>> 
>>>> [Non-text portions of this message have been removed]
>>>> 
>>>> 
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