btw, @hgy29, with svg is it theoretically possible (even if not currently in gideros) to e.g. make a 4 vertex closed path (like a quad except that some edges are curved) and add a square-shaped texture that has its four vertices fitted at the four vertices of the curve? (just like with meshed one can set the mapping of the texture so that it fits a quad)
SVG spec is awfully complex and I doubt I'll manage to support it fully in gideros unless we can integrate some third party lib, however even the few open sourced libs for SVG that exists now only handle basics SVG functions. My real aim was to support SVG paths, not to be fully SVG compliant.
Current gideros implementation works in three steps: - surfaces are marked onto a stencil buffer (this allows to handle non convex polygons) - stencil is filled with either a plain color or a texture (in next release) - outline is drawn with a plain color
As an optimization, plain convex polygons are drawn in only two steps, without stencil
Fitting the texture to the curve would require one more specific, texture aware, shader. And if we want to be able to fill gradients to, then another shader is needed and so on. It is possible though, but I don't feel like it is something I'll do soon.
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
SVG spec is awfully complex and I doubt I'll manage to support it fully in gideros unless we can integrate some third party lib, however even the few open sourced libs for SVG that exists now only handle basics SVG functions.
My real aim was to support SVG paths, not to be fully SVG compliant.
Current gideros implementation works in three steps:
- surfaces are marked onto a stencil buffer (this allows to handle non convex polygons)
- stencil is filled with either a plain color or a texture (in next release)
- outline is drawn with a plain color
As an optimization, plain convex polygons are drawn in only two steps, without stencil
Fitting the texture to the curve would require one more specific, texture aware, shader. And if we want to be able to fill gradients to, then another shader is needed and so on. It is possible though, but I don't feel like it is something I'll do soon.
Cap and miterlimit are still left to do, true. Current gideros code looks like this:https://github.com/gideros/gideros/blob/master/2dsg/paths/path.cpp#L1574-L1657 . Notice that functions are there but empty...
my question was about that using the full svg capability (forget about gideros implementation) fitting a texture is possible?
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: antix
Fragmenter - animated loop machine and IKONOMIKON - the memory game