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* 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) | * 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] (see Scott's comments regarding nanovg) | * 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) | ||
* use the librsvg back-end in conjunction with annotations, to expose specific SVG elements via dedicated sc::Element nodes, and treat others as "static" (aka raster images). | |||
== Status == | == Status == |