Just quickly, to add to the list at the bottom of the last email....
another thing you can do is download the rendered svg.
It should open in Inkscape or Illustrator. I have been mainly using
Inkscape to check that, I think it is more accurate in terms of conforming
with svg spec.


On Sun, Jan 19, 2020 at 3:41 PM Greg Dove <greg.d...@gmail.com> wrote:

>
> Just a quick update on where I am at with the above.
> I was hoping to get the the current code for this in before I go on
> vacation for the next week, but I won't be able to do that (I need to work
> through the build side of things, I have only got maven working so far).
>
> I have been focused recently on BitmapData support and have what I think
> is an adequate starting point for this.
> it is really only supporting setPixel, setPixel32, fillRect, lock, unlock,
> dispose. I did add a couple of other methods, but have not really started
> to test those yet.
>
> If you are interested you can test this and let me know of any issues you
> see. I have a series of test suites in a live testing app I have been using.
> (This is really meant for desktop use, but does actually show something on
> a large screen tablet).
>
> Here is a direct link into one of the bitmap based tests:
> http://interactionscript.com/royale/swf-graphics/index.html?defaultTest=4,1
> See instructions at the end of this email if you want more info about what
> you can do.
>
> This is working with beginBitmapFill, and lineBitmapStyle. Smooth vs.
> non-smooth works on quite a few browsers, but not all browsers seem to
> support the non-smoothing (i.e. 'non-alias' or 'crisp' scaling) option.
> Repeat vs. non-repeat needs more work to get it to match because of the
> way that patterns work in svg vs. how this works in flash.
> I hope it will be possible using a feConvolveMatrix filter and a
> 'duplicate' option for 'edgeMode', but I only started looking into that
> today and need to stop for now.
>
> Browsers: So far I think the most problematic browser seems to be desktop
> Safari, although IE11 is not great for some gradients.
> Things seem to work ok also on mobile tablets I tested on (old iPad and a
> 6 year old Samsung Tablet with Chrome 59.x).
>
>
> What can you do with the testing app?
> It's really only to verify what works and what doesn't across browsers.
> But it would be great - if you have some time to play with it  - if you
> could check to see if there are any glaring issues that I have not yet
> encountered, and let me know.
> Here are some things you can do:
> 1. You can look at all the tests and compare them visually side-by-side
> between html5 and Flash.
> 2. if you see bitmapData referenced as a variable in the code display on
> the main screen, you can do things with it. For example, in the link above
> it shows 'bitmapData0' being referenced as a var. In that case if you typed
> 'bitmapData0.dispose()' in the javascript console, it will run that code in
> both javascript and flash, you will see the drawn content that used that
> bitmapdata as a fill or stroke suddenly 'unpaint' itself visually. You
> could also use fillRect, and setPixel etc to run that code in both
> javascript and flash. Note that BitmapData api is not yet fleshed out very
> much at all.
> 3. You can (at least on Chome and some other browsers) send the currently
> executed code to the javascript console. You can then copy, paste, and
> change some values before pressing enter to execute the same code with
> different settings. It will then run that code in both javascript and
> flash.
> 3. You can open the javascript console and do a bunch of arbitrary stuff.
> When you are doing that, simply imagine you already have imports for
> Matrix, BitmapData, Rectangle, and that you can simple type
> 'graphics.{myGraphicsMethodHere}' for the target graphics context.
>

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