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* Stuart suggested to port svg.nas to C++ (that would still not give us any threading benefits) - also, custom our parser is really trivial, i.e. only supports a subset of SVG | * Stuart suggested to port svg.nas to C++ (that would still not give us any threading benefits) - also, custom our 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, 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 | ||
* use an existing SVG back-end that renders into a scene graph, i.e. something like [https://github.com/vega/vega-scenegraph vega scenegraph] | |||
== Status == | == Status == |