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* add support for persistence, i.e. to serialize a Canvas.Group structure to disk ($FG_HOME) and use caching from then on | * add support for persistence, i.e. to serialize a Canvas.Group structure to disk ($FG_HOME) and use caching from then on | ||
* run parsexml in a Nasal worker thread (problematic: while parsing/loading can happen asynchronously, the parser needs a handle to the canvas group to draw into, so need to synchronize access to that) <ref>https://forum.flightgear.org/viewtopic.php?f=4&t=34571&p=368880#p368707</ref> | * run parsexml in a Nasal worker thread (problematic: while parsing/loading can happen asynchronously, the parser needs a handle to the canvas group/canvas FBO to draw into, so need to synchronize access to that) <ref>https://forum.flightgear.org/viewtopic.php?f=4&t=34571&p=368880#p368707</ref> | ||
* Stuart suggested to port svg.nas to C++ (that would still not give us any threading benefits) - also, custom | * Stuart suggested to port svg.nas to C++ (that would still not give us any threading benefits) - also, our custom parser is really trivial, i.e. only supports a subset of SVG | ||
* create a new/dedicated canvas element specifically for handling SVG files, without going through Nasal space (at least not inside the main loop), possibly adopting an existing SVG rendering back-end that is OpenGL/OSG compatible | * create a new/dedicated canvas element specifically for handling SVG files in native code, without going through Nasal space (at least not inside the main loop), possibly adopting an existing SVG rendering back-end that is OpenGL/OSG compatible (see James' Ski/QQ2 comments) | ||
* use an existing SVG back-end that renders into a scene graph, i.e. something like [https://github.com/vega/vega-scenegraph vega scenegraph] | * use an existing SVG back-end that renders into a scene graph, i.e. something like [https://github.com/vega/vega-scenegraph vega scenegraph] (see Scott's comments regarding nanovg) | ||
== Status == | == Status == |