It does bring up some interesting possibilities, however. We've done a few
shows where line art was used for things like consoles/dials/instrumentation
panels, etc. And we would simply rasterize those to large bitmaps. And that
works fine because on disk they compress really well. But I always thought it
was slick when John Carmack demonstrated real-time vector->raster (Doom4) on
all their in-game displays/consoles... particularly for the fonts. Do you think
this is worth pursuing in OIIO?
________________________________
From: Jeremy Selan <[email protected]>
To: OpenImageIO developers <[email protected]>
Sent: Wednesday, April 18, 2012 1:45 PM
Subject: Re: [Oiio-dev] oiiotool: What am I doing wrong?
I dont believe OpenImageIO supports svg.
SVG is a vector graphics format, and so to support it would basically
require adding a vector rasterization engine. Not impossible, but it
hasnt been high on our priority list. You also dont see svgs very
often in VFX or animation production. (even reference artwork in
animation is usually raster based)
-- Jeremy
On Wed, Apr 18, 2012 at 1:41 PM, Richard Shaw <[email protected]> wrote:
> Ok, after becoming the package maintainer some time ago I finally have
> a direct use for oiio! :)
>
> I'm trying to resize an image on the fly but I'm getting an error:
>
> $ oiiotool freecad.svg --resize 48x48 -o freecad.png
> WARNING: Couldn't open file: freecad.svg
> ERROR: file "freecad.svg" not found.
> Segmentation fault
>
> Basically, the freedesktop standard requires at least a 48x48 icon for
> backwards compatibility and FreeCAD only provides an SVG. I was
> planning on doing this on the fly during packaging so if they change
> their icon in a future release, the scaled one will automatically be
> right.
>
> Thanks,
> Richard
> _______________________________________________
> Oiio-dev mailing list
> [email protected]
> http://lists.openimageio.org/listinfo.cgi/oiio-dev-openimageio.org
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