I agree that maybe there's no need of two separate renderers, at least at this point. Using the 'Outline mode' might be enough to speed up things.
And I guess that an advanced rasterizer, with computational expensive statistical antialiasing and other such features could be a completly separate project.
The idea of shaders that I try to present is quite different from the filters in the SVG 1.1 spec.
From what I understand SVG 1.1 filters are purley pixel-buffer to pixel-buffer transformations. Although they are defined to be applied to individual vectorial objects. This is a good idea and a good SoC project. But my interest for pixel transformations is not that big as for vector and geometric transformations.
The idea of shaders would have to do with being able to have a dash stroke created with a very simple shader language, and in the same way be able to emulate the brush of a pen, penci and others using vector to vector and vector to pixel transformations at the rasterizer level.
I know that my idea is not yet defined, but maybe with the help of a mentor, I get things much clearer (I only have one year of experience with vector graphics!!). I only have a first idea of the stroke shader part, I think the fill part could be very much like the mesh shaders for 3D graphics.
The basic idea is having a two step rasterizer:
1 - segmenting curves in to small uniform arc-length segments (because this is the most perceptually simple way of drawing a curve) and iterate along the vertices and allow functions such as (getPoint, getTangent, getNormal, getCurvature, getWeight, getColor,... and other perceptual features of a point of a curve)
2 - actually draw the segments (now here is where the shader gives it's freedom). A normal shader would call the lowlevel drawing commands such as drawLine(lastPoint, getPoint()), with the strokeWeight and Color as they were. But a custom shader could change the alpha depending on the accumulated arcLength (this is an easy way of creating dashes and others) or even change the stroke, weight and color depending on the curvature. Or to call completely different drawing commands.
Am I in a completely different direction of inkscape's developement?
On 4/19/06, bulia byak wrote:
> Later perhaps the same mechanism can be used to implement generic
> shaders (though SVG 1.1 provides only a fixed set of filters).
That said, how exactly good relations do Inkscape developers have with
SVG team to push more features helpful for illustrators? A while ago I
tried talking in SVG list about more types of gradient fills and soon
I ended up with no replies.
Alexandre
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