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Re: [Enigma-devel] SVG images?
From: |
Daniel Heck |
Subject: |
Re: [Enigma-devel] SVG images? |
Date: |
Fri, 08 Jun 2007 10:15:21 +0200 |
User-agent: |
Thunderbird 1.5.0.12 (X11/20070604) |
Hi.
a few years ago when I was resizing all the original 32x32 graphics for
the then newly added video modes, I toyed with the idea of switching to
SVG. I discarded the idea though, but not because I deemed the
implementation impossible but because I realized that I lack the skills
to emulate the current Enigma graphics in SVG. I'm still not sure it
can be done at all -- from my experience it's extremely difficult to
produce vector graphics that don't look cartoonish. But of course I'd
be happy to be proven wrong. ;-)
Cheers!
Daniel
Bernhard Reiter wrote:
> First of all, great work!
>
> I've noticed (and personally felt) a recurring demand that seems to be
> more (higher) resolution modes for Enigma; so I started wondering if
> there was a possibility of using SVG format (vector) images (which might
> also provide smoother graphics) instead of always providing larger
> pictures. This might not actually mean using an altogether different
> graphics appproach, but maybe just loading from SVG files on startup and
> rendering them to SDL surfaces according to the current resolution (this
> still wouldn't allow for smooth zooming during the game, but zooming's
> probably not that interesting for enigma anyway).
> Quick research yielded SDL_svg
> http://www.linuxmotors.com/SDL_svg/index.html , but I can't seem to get
> it to work with the image loading routines as in d_models.cc (segfaults)
> -- I probably just lack experience with enigma's (and SDL_svg's) code
> base. If anybody wants to give it a try, I've found that I need the
> attached patches in order to get the software to work (with C++ code).
>
> Bernhard Reiter
>