I'm interested in setting up a git mirror of Inkscape SVN; who's the person in charge of our server currently? We'll need to have a fairly current version of git, libsvn, and the libsvn perl bindings installed to do this.
I've imported a 400x400 pixel TIFF image into an inkscape drawing, and
it comes out as 112.89 x 112.89 mm, which translates to a resolution of
roughly 90 dpi.
Where does this number come from? Shouldn't inkscape honour the dpi
information that is embedded in the TIFF image?
Alternatively, for images that don't have a "built-in" resolution,
inkscape should ask for a "native" size of the image or use a changeable
Also I noticed that some imported images have width and height xml
attributes while others don't. All this came to my attention when I
worked with a SVG file with 20 imported images of about 10MB each (TIFF
uncompressed) which bogged down my computer. I tried substitutung the
TIFFs with scaled-down (by .25) working copies, which worked fine for
those images that had width and height attributes (the others came out a
fourth of the size),
I'm just wondering how Inkscape arrives at the "native" size of an
image, and I wanted to know if others agreed with my notion that in a
vector drawing program the resolution of imported bitmaps was of high
It would also be nice if Inkscape could somehow reload image properties
if the original bitmap had changed (by scaling or cropping, for instance).
Dear Inkscape team!
I'd like to post a few info here for the benefits of all travellers to LGM.
1. I know the website of LGM is outdated. I expect things to be
straightened up in the coming days. :)
2. Meanwhile, the Create wiki has been updated :
3. Visa. Please review the VISA info as it might apply to some of you
when travelling to Canada.
4. Rooms. We have dealt a LGM special price on rooms at the Student
Residences of the uni hosting the LGM. All info is on the wiki. What has
guided me is to allow LGM participants and especially the devel teams to
be together most of the time (remember we only have 3 days), have
internet access and enough room to organize meetings. All that into a
calm environment. The residences are on the site of the LGM at less than
5 minutes from the main auditorium. Arrival date : May 3 (Conference
starts on May 4). We may be able to arrange things if you want to arrive
earlier. Please let me know.
And we also want to avoid getting people lost in the city (Montreal is a
North American city, quite extended...) and taking up most of their time
getting from their hotel to the LGM site and back. I have made a
reservation on 50 Single rooms + 5 Cosy Suites (with large bed) and
there are lots more room there if needed. On each other floor of the
residence people have access to a Salon that can hold a good 10 to 12
people meeting and we also have access to another 3 large rooms for
meetings with more than 20 persons at a time.
5. Sponsorship. I am deeply concerned by sponsorship. We have to be able
to help people get to the LGM. So far, I am still waiting on
confirmation but sponsors have shown clear interest in helping us again
this year. It's a matter of time until we know for sure the exact amount
we going to get from the sponsors. Please stay tuned. I will post the
info as soon as I have something to say.
6. LGM speakers. I would appreciate that people interested in making a
talk at LGM show up on the Create wiki. Some people have contacted me
early by e-mail. Please fill the wiki as well. This is the only sure way
to help me put the schedule together. Also, if you know someone that
would be a good speaker, don't hesitate to propose his/her name. And
don't forget the subject suggestions as well.
7. LGM Brochure (see wiki for details) : we'd like to have each project
described. Cédric Gemy should be able to take care of Inkscape's
description and maybe more. At the same time, if anyone on this list has
images created with Inkscape that we could use to show what the program
can do, please contact me off list. We don't need that many images but
since we're distributed in the graphic designers magazine, the higher
the level the better the effect, imo.
8. If anyone has a question or comment or suggestion, please don't
hesitate to get back to me.
Hope to see you again at LGM2 and of course meet new people!
LGM 2007 organizer
T 514 934 1353
F 514 934 3698
Ooops! I forgot to convert the "Inkscape 0.45" wording to curves.... Attached is a corrected SVG file, please could someone add it to the release? In the attached jpg you can have a look at how it should look.
About the "cutted" blur, well there is unfortunately nothing I can do about as it seems to be the behaviour of Inkscape...
----- Original Message -----
From: Axiom X11
To: Inkscape User Community
Sent: Monday, January 22, 2007 4:36 PM
Subject: [Inkscape-user] About Screen in 0.45pre1
I am running the prerelease from yesterday, and it looks pretty good.
One minor thing is the about screen is not quite right.
The text "Inkscape 0.45" does not appear in the same font (since I probably don't have the same font as the designer). Turning it into a shape would fix this.
Also the glow under the second ball back cuts off where it should fade nicely. (See attachment)
Good luck on release.
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These two are related one to each other, and are very naughty.
> 1617082 Blur UI usablity issues
> 1629816 blur incremented by pixels
Because of the way blur is calculated, it cannot be smoothly applied to any
object sizes. These are (at least for me as a designer) showstoppers as the
whole usability of the "main new function" is under question...
On the other side I have no clue about how difficult is a redesign of that
behaviour, so probably the blur function will make its way to 0.45 release
with the actual behaviour...
----- Original Message -----
From: "bulia byak" <buliabyak@...400...>
To: "Bryce Harrington" <bryce@...961...>
Sent: Wednesday, January 10, 2007 10:40 AM
Subject: Re: [Inkscape-devel] Remaining critical bugs for 0.45
>I think these are certainly stoppers:
>> 1630485 Inkview don't support blur / crashes
>> 1575829 Metadata are truncated at 4 chars and add a char 18 hexa
> Dunno about other listed as "crashers". Actually, I would like to
> caution people against overzealous bug fixing at this point. To avoid
> destabilizing, please concentrate either on serious crash bugs or on
> bugs which can be fixed as unintrusively as possible. Some of the bugs
> Bryce listed a more of RFEs than bugs, and now is certainly not the
> right time to work on them in the trunk (of course you can work on
> them locally to commit when 0.45 is out).
> bulia byak
> Inkscape. Draw Freely.
> Take Surveys. Earn Cash. Influence the Future of IT
> Join SourceForge.net's Techsay panel and you'll get the chance to share
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> Inkscape-devel mailing list
Hi all (especially translators),
It appears we're very near the time to do the final release of 0.45, so
it would be good for us to schedule when to tag the final official
If I understand, there are no further code bug fixes planned for this
release, but there is still some work related to translations. Is there
anything else we are waiting on besides this? E.g., documentation or
For any remaining work (including translations), can anyone that needs
more time please tell me when you plan to be finished? Then we can
evaluate when to set the release dates.
Regarding translations, it looks like some string issues have been
identified and discussed. It's a little unclear what the status of
these are, but I found a bug item where we could collect all of this
information for the release:
Please, if you know of untranslatable strings, spelling errors, or other
such issues that still are not fixed in the release branch, can you
please add them to this bug? Even if they cannot be fixed for 0.45.0,
we should put priority on fixing them for 0.45.1.
I think I've mostly finished with the reworking of the roadmap. Thank
you to everyone who has provided ideas or critique:
This shouldn't be taken as gospel, of course. It's likely that tasks
will need to be resorted as we move forward, but I think this gives us a
starting point to plan around.
Two factors I've tried to account for in the prioritization are first,
that we have a goal to achieve SVG Mobile (aka SVG Tiny) support by
version 0.50, and second that developers are going to want to work on
separate aspects of Inkscape in parallel, rather than everyone focusing
on one area for one release. Thus I've added categories in each section
to roughly define what these different areas are, and have attempted to
avoid putting too many tasks in any one area.
Please feel free to re-prioritize or elaborate on any of the items
here. It would especially be nice if we could more distinctly call out
lower level tasks for some of the higher level task descriptions, so
that new developers can more easily find things defined well enough for
them to work on. Also, linking to mail archives or wiki pages with more
info about the tasks would be quite helpful!
If you adjust priorities, it would probably be better to move things
*later* than earlier. There's no problem with planning to do things far
in the future but actually getting them done early! But if we put too
many things into 0.46, it could get a bit overwhelming.
One of the things that's gotten really clear is that if we really do
want to get SVG Mobile support by 0.50, then we're going to need to
start thinking about cutting ground on Animation. Fortunately the spec
only requires "Basic Animation support", with a subset of the features,
so it sounds pretty doable if we give ourselves plenty of time and do
some really good brain storming on it. For 0.46, we could focus on
conceptual definition - what we want, how it should work, and so forth.
I know a lot of people have good ideas on this, so it's probably going
to be mostly a matter of getting those ideas recorded and organized, so
future prototypers have something to inspire and guide their work.
On 1/31/07, jiho <jo.irisson@...400...> wrote:
> Inkscape could benefit from a similar approach, but it surely needs a
> lot of thinking first. My humble opinion is that beginner vs.
> advanced profiles won't work because one can be quite advanced in
> some areas (eg node editing) and beginning in others (eg. color
> management). Furthermore, a beginner and an advanced users
> essentially have the same goals, it's just that the beginner does not
> know how to achieve them and restraining them in a limited or a less
> accessible functionality mode won't help them. In addition, as
> someone already mentioned: how can one know when he is ready to
> switch to advanced mode?
Exactly my thoughts.
> On the contrary, CAD/technical, diagramming, GIS, artistic, child
> modes could be very efficient in exposing only the "right" features
> to the user or exposing the same features differently. Indeed,
> depending on which kind of work you do, your _goal_ is different and
> the application can help you achieve it.
Agreed. And as a first step towards this, let's make it easier for the
user to make such "profiles" for himself. We really need a "Save as
template" command which should be very easy to program based on the
"Save a copy". All it has to do is just go to the templates directory
in the save dialog, to save the user from wading there on his own
(which is confusing and different on different platforms). Any takers?
Inkscape. Draw Freely.