Talk:Switching default texture format to DDS: Difference between revisions

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:: SVGs may seem heavier than PNGs simply because SVG files will usually not just contain "data" but '''instructions''' for assembling an image from various primitives - those instructions need to be processed by "something" to get an image. Thus, a conventional raster image already contains the expected result/outcome - while a SVG image doesn't contain any image at all, but merely a bunch of rendering instructions in some kind of XML dialect that need to be processed by the SVG parser. In the case of Canvas, we only support a subset of SVG and map those to OpenVG/ShivaVG primitives typically. So it isn't exactly "fair" to compare performance here - SVG files are  using a completely different approach: When you create a raster image containing a circle in Photoshop/GIMP, your image editor knows how to render a circle and how to turn this into a raster image - A SVG file, in constrast, will merely contain a '''circle''' instruction. This is where perceived slowness will typically come from, in combination with the aforementioned SVG/XML parsing and property tree overhead, and this is also why SVG files will usually be so small in comparison to a raster image, and why SVG can deal with arbitrary resolutions.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 15:40, 8 September 2014 (UTC)
:: SVGs may seem heavier than PNGs simply because SVG files will usually not just contain "data" but '''instructions''' for assembling an image from various primitives - those instructions need to be processed by "something" to get an image. Thus, a conventional raster image already contains the expected result/outcome - while a SVG image doesn't contain any image at all, but merely a bunch of rendering instructions in some kind of XML dialect that need to be processed by the SVG parser. In the case of Canvas, we only support a subset of SVG and map those to OpenVG/ShivaVG primitives typically. So it isn't exactly "fair" to compare performance here - SVG files are  using a completely different approach: When you create a raster image containing a circle in Photoshop/GIMP, your image editor knows how to render a circle and how to turn this into a raster image - A SVG file, in constrast, will merely contain a '''circle''' instruction. This is where perceived slowness will typically come from, in combination with the aforementioned SVG/XML parsing and property tree overhead, and this is also why SVG files will usually be so small in comparison to a raster image, and why SVG can deal with arbitrary resolutions.--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 15:40, 8 September 2014 (UTC)
::::::::I'm still against using SVG for liveries. It is heavier, and would needs too much resources for just showing a livery. For dirt the shaders can be used, the only thing is that we can't select the reflection map in runtime. But I'm sure there must be another way than using Canvas here, though I admit the idea was obvious.(Once tried to use the alpha layer, but it had a lot of disadvantages)
::::::::Though, I think there is a better place to use SVG: imagine you are approaching an airport in FlightGear. Just another boring approach. Suddenly: Bumm!! A big red stain just in front of you on the window! Cracks beside the stain! Birdstrike!
::::::::Or imagine, you are sitting in the aircraft, waiting for departure. It is rainy day, and you can see how the drops are running down in their characteristic way on the window. And you can still see the rain outside! When you finally accelerate your aircraft you can see how the drops changes their way and speed, and then begin to disappear.
::::::::X-Plane already show all this animation and I'm always amazed how realistic it look, and I'm sure that this would be more appropriate for Canvas and SVG!
::::::::--[[User:HHS|HHS]] ([[User talk:HHS|talk]]) 20:12, 15 September 2014 (UTC)
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