- From: Cameron McCormack <cam@mcc.id.au>
- Date: Wed, 09 Apr 2014 17:47:58 +0200
- To: "www-svg@w3.org" <www-svg@w3.org>
http://www.w3.org/2014/04/09-svg-minutes.html [1]W3C [1] http://www.w3.org/ - DRAFT - SVG Working Group Teleconference 09 Apr 2014 [2]Agenda [2] https://www.w3.org/Graphics/SVG/WG/wiki/F2F/Leipzig_2014/Agenda See also: [3]IRC log [3] http://www.w3.org/2014/04/09-svg-irc Attendees Present Cameron, Rik, Dirk, Tav, Satoru, Brian, Erik, Chris, Nikos Regrets Chair Cameron Scribe Cameron Contents * [4]Topics 1. [5]Automated filter regions 2. [6]animation of filter effects 3. [7]Advanced gradients beyond SVG 2 4. [8]Telcon time 5. [9]Variable-width stroke 6. [10]'vector-effect' non-scaling features update 7. [11]Variable stroke width 8. [12]svg integration 9. [13]Text issues * [14]Summary of Action Items __________________________________________________________ <trackbot> Date: 09 April 2014 <heycam> Scribe: Cameron <heycam> ScribeNick: heycam Automated filter regions <krit> [15]https://www.w3.org/Graphics/fx/wiki/Filter_effects#Automate d_Filter_Region_calculation [15] https://www.w3.org/Graphics/fx/wiki/Filter_effects#Automated_Filter_Region_calculation krit: I'm currently working on automated filter region calculation code ... I know blink did some work on that ... to minimize the effected area as much as possible ... I'd be happy if there would be some contributions on how this should work ... the main problem is if you do not have limits at the beginning, and you use primitives like feTurbulence, that don't have bounds ... or lighting effects ... this could affect the whole canvas ... which isn't necessarily what you want ... currently we have the 10% bounds around the objectBoundingBox ... getting rid of that for gaussian blur would be good ... you can calculate the boundaries automatically ... for displacement map, turbulence, etc., there's no bounds ... what should we do for them ... should we clip to the viewport -- possible, but a lot bigger than you need -- or take the old 10% filter margins? heycam: did roc suggest getting rid of those attributes altogether? krit: no, but he said if you don't specify them then the bounds should be calculated automatically Tav: you can calculate the maximum displacement krit: it could still be huge though ... and for turbulence, there's no hint about how big it should be Tav: it's only useful to have turbulence as input for something else ... so you have to work backwards to work it out heycam: you must be able to work it out Tav: the filter is applied to the object. you have the object size. krit: feTurbulence is not limited to the object size cabanier: what about keeping the current behaviour but special casing blur, color matrix, etc.? heycam: what about finding the maximum rectangle based only on the primitives that you can work it out for ... and then use the union of those rectangles for the remaining ones like turbulence krit: the 10% fallback might be easier, since implementations already handle that, but it's not good for authors heycam: what is more useful for authors if they use only an infinite extent filter primitive? ... I don't like the 10% krit: who prefers viewport and who prefers the 10% limit? pdr: viewport, though that will be slower Tav: if you have a flood fill, that will now go everywhere ... could break content krit: you can always specify x/y/width/height if you need to ed: leaning towards 10% margin pdr: how does CoreImage handle this? or other native APIs? krit: don't know how CoreImage does it cabanier: you have to set it up yourself right? krit: you give the images as input, so you don't run into the infinite extent issue cabanier: doesn't IE have all of these optimizations? Tav: how does turbulence work, does the pattern shift? krit: I think it would davve: are users complaining about this? krit: new users don't understand these 10% margins at all ed: it's usually people using gaussian blur heycam: would content break if we just said turbulence defaults to 0,0,100%,100% unless attributes are given on the primitive? krit: I think it would ... should we defer this decision, or can we come to a conclusion? ... I'd be fine with using 10% margin for now, but at least for things that are unbounded ... and try to be smart for other cases Tav: if there is a primitive you cannot figure out, you use the 10% heycam: are you able to write down in the spec exactly when we have to use the 10% then? krit: yes ... a lot of authoring tools in the past set the filter region to the whole viewport ed: if you don't optimize it's going to be super slow ... I know I saw some diagram with lots of little cloud shapes, and each had a filter applied ... it was very slow Tav: there is badly authored content out there heycam: I think Omnifgraffle at one point was outputting large filter regions RESOLUTION: For filter primitives that are unbounded, and the size cannot be computed automatically, the default filter region will be -10%,-10%,120%,120% krit: next is the lighting filters ... in Blink/WebKit, they are treated as infinite extent ... but not in Gecko [dirk shows an example] <krit> SVGFEPointLightElement-svgdom-y-prop.html scribe: in Firefox the output of the lighting primitive is limited to exactly the size of the input Tav: I think that's wrong, and Blink/WebKit are right <ed> [16]https://webkit.googlesource.com/WebKit/+/master/LayoutTests /svg/dynamic-updates/script-tests/SVGFEPointLightElement-dom-y- attr.js is what it generates [16] https://webkit.googlesource.com/WebKit/+/master/LayoutTests/svg/dynamic-updates/script-tests/SVGFEPointLightElement-dom-y-attr.js <krit> [17]http://trac.webkit.org/export/167007/trunk/LayoutTests/svg/ dynamic-updates/SVGFEPointLightElement-svgdom-y-prop.html [17] http://trac.webkit.org/export/167007/trunk/LayoutTests/svg/dynamic-updates/SVGFEPointLightElement-svgdom-y-prop.html <krit> <svg:svg width="300" height="300"><svg:defs><svg:filter id="myFilter" filterUnits="userSpaceOnUse" x="0" y="0" width="200" height="200"><svg:feGaussianBlur in="SourceGraphic" stdDeviation="2" result="blur"></svg:feGaussianBlur><svg:feDiffuseLighting in="blur" surfaceScale="1" diffuseConstant="1" lighting-color="yellow"><svg:fePointLight x="100" y="180" <krit> z="30"></svg:fePointLight></svg:feDiffuseLighting></svg:filter> </svg:defs><svg:circle width="200" height="200" cx="100" cy="60" r="50" filter="url(#myFilter)"></svg:circle></svg:svg> heycam: I think it is just a bug in firefox krit: and IE11 matches Blink etc. ... so I will leave the spec as is animation of filter effects krit: Brian wrote a good summary ... we got one reply birtles: we talked about it a bit further in Web Animations <birtles> some discussion here: [18]http://lists.w3.org/Archives/Public/public-fx/2014JanMar/01 18.html [18] http://lists.w3.org/Archives/Public/public-fx/2014JanMar/0118.html <birtles> original discussion here: [19]http://lists.w3.org/Archives/Public/public-fx/2014JanMar/00 63.html [19] http://lists.w3.org/Archives/Public/public-fx/2014JanMar/0063.html birtles: I'll summarise ... there's different ways of adding things together ... if you have two animations which are targetting the same element, and they're independent animations, and they're both applying a filter to the element, then visual result you expect is equivalent to building up a list ... suppose they're both applying a blur of radius 2 ... the equivalent visual result is blur(2)blur(2) ... so you append onto the list ... but for SVG there's also cumulative animation ... where the same animation builds on its own result ... that should give you a different result after 2 iterations, blur(4) ... this comes up with transforms as well ... if you have skew(22) ... if you accumulate that three times, you should get skew(66) ... after three iterations ... but if you have three indepedent animations with skew(22) and they're additive, you use post-multiplication to get skew(22)skew(22)skew(22) ... so that's two different kinds of "addition" ... that's something we've realised in Web Animations, we know two different ways to add ... for most things they're identical, say for lengths ... but for some types they're different ... for filters that's an example where they're different heycam: is it just when you have lists? birtles: doesn't have to be ... for transform lists you don't have to build up the list, you can use post-multiplication ... the effect is the same there heycam: do you have an exhaustive list? birtles: so far it's just filters and transforms where this has come up ... another reason it's important to make the distinction, with cumulative animation, the list gets longer each time you repeat ... so it's advantageous to define the operation differently for filter lists ... it's basically a component-wise addition rather than an independent combination ... so we've defined this already in Web Animations ... for any data type we define how to interpolate, how to compute distance, how to add, and how to accumulate ... you don't have to define all of these operations ... the definitions say if there's no cumulate addition operation for this type, use normal addition ... if that's not defined, it uses "non-additive" addition, i.e. just use the RHS krit: this relies on Web Animations defining the types ... for filter effects, I don't want to have infinite lists birtles: for filters we need to define how accumulation works ... and I think we need to define that in terms of matching up filter primitives, starting from the rhs, and adding the component values krit: another problem is that a lot of the values that pass are not linear ... greyscale for example ... and just adding these numbers would give a non-linear behaviour ... for some of the filter functions it's not even computable ChrisL: can the distance metric not linearise it? birtles: it's up to the spec to define how to combine the numbers for the cumulative addition krit: for some primitives I just don't know how to combine the numbers Tav: if you apply a gaussian blur twice to something, it's not the same as doubling it birtles: it's up to you to think for each one ... if you were to make this animation, and run it twice and build on the result, what's the expected result of that ... define the operation in those terms ... it's up to the spec author who introduces a new animatable type krit: I'd rather not allow the addition then birtles: I think we should work it out ... I think it's useful to have additive animations ... as long as you're defining that additive animation, you should define the cumulative one as well, so you don't get longer lists krit: additive is one part ... if you have two blurs you add the two numbers birtles: if they're independent animations you do append to the list ... you don't have the problem of the list building forever krit: I think that's what I specify at the moment ... assume that all of the primitives are linear ... not sure how to figure it out birtles: might work just to add for blur ... if you're animating a blur from 0 to 2, and then you say run it again and build on your result, going 2-4 is what you're asking for krit: I think that's what we do right now. if you animate stdDeviation on the SVG filter, you have linear accumulation ... therefore that's what you do at the moment with SMIL animations ... so for blur and drop-shadow maybe you can do the same ... so what about distance, for paced animations? birtles: there are a bunch of definitions for different data types ... if there's no meaningful sense of distance for a datatype, don't define it krit: I don't think distance makes sense for filters birtles: in the short term we can say there is no distance function for filters -- break -- <nikos> [20]https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Advanced_ Gradients [20] https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Advanced_Gradients Advanced gradients beyond SVG 2 nikos: I wanted to have a high level discussion on the possibility of extending the advanced gradients in SVG after SVG 2 ... it might seem premature to talk about that now, but the reason I bring it up is that Canon is willing to put some time towards this ... and we want to get feedback from the group if they're interested in in the future ... if it's a good way to spend our time ... we think there are two ways to extend the advanced gradients ... one is diffusion curves, which is something we're particularly interested in ... we gave a talk at SIGGRAPH last year about our research ... and I talked last year at Graphical Web about them in SVG ... the other thing is a stepping stone, or maybe complementary, is to extend the mesh gradients ... SVG 2 has the coons patch gradients ... but there are some issues with those, and there are some other representations we might want to look at <nikos> [21]https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Advanced_ Gradients [21] https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Advanced_Gradients nikos: to start with diffusion curves, there are some examples on the wiki page ... I'm assuming everyone knows how they work birtles: is the same as edge blends? nikos: not totally sure ChrisL: so diffusion curves, the curves are a boundary, and I was talking with some font designers getting interesting in coloured fonts ... they wanted the center curve of the shape to be what constrained the gradient nikos: see the tube example on the wiki page ... see also the biharmonic model. both the inria people and we have a colour on the left and on the right, and you can also control the gradient along each curve ... that lets you get a smooth profile through the curve ... then you can conceptually assign one colour to the curve, and get a smooth gradient through the center <ChrisL> [22]https://gist.github.com/mbostock/4163057 [22] https://gist.github.com/mbostock/4163057 nikos: is that a linear gradient along the path? ChrisL: yes nikos: if you were to do that with diffusion curves, you would have the outside paths, and assign green at the control points at one end and red to the points at the other end ChrisL: I was talking to John Hudson and he said font designers were worried that linear and radial gradients weren't sufficient nikos: diffusion curves and gradient meshes make the same sort of images ... smooth transitions, and discontinuities ... the benefit of diffusion curves, and I think it fits well with SVG, is that it's a more compact representation ... the initial motivation was to mimic what artists draw ... outlines first, then fill between them with colours ... and it also lends itself well to animation ... inria have contacted me, and they're interested in collaborating on diffusion curves for SVG or some other kind of mesh for SVG ... they'll be releasing a library soon that implements their method ... so will be interesting to see performance of that ChrisL: the coons patches have the property of smoothness within a patch, and no continuity between patches ... is there a way to have a type of patch that you can specify a type of continuity between catches? nikos: there are a few mesh formats that satisfy that ... inria's solver generates a triangle mesh that does have those properties, since it follows that biharmonic model with smooth transitions across boundaries ... illustrator's representation they show to the author have those properties, but they subdivide when exporting to patches Tav: if you look at an output from Illustrator, you can see the lines ChrisL: seems like an easier way than subdividing and bulking up the content ... just have formulation of the patches that have the property you want nikos: that's something the inria guys wanted to see in SVG ... it's more general, better for vectorisation of images too ... I think that could complement diffusion curves ... diffusion curves for simpler gradients, and meshes for great big areas ... I think we'd be interested in following both paths ChrisL: I like the suggestion to rename the mesh gradient ... either rename it, or put an optional type on it ... since they'd have different content models etc. Tav: I've thought about autosmoothing patches ChrisL: not talking about hacking it in to the existing one, but adding a different type of patch that does have continuity Tav: we know how illustrator does this, so we could just add that ... one good thing about coons patch meshes is that PDF, postscript, etc. already support them ChrisL: to some extent, it ties us to that one type since we've called it "meshGradient" nikos: I don't see a strong case for having an attribute that specifies the type, rather than having a different element ChrisL: if we end up with multiple elements, and they take the same list of attributes, that's not a problem ... if we have one thing with type="", but that determines which attributes you use, that's messy heycam: I agree Tav: if we decide to have this smoothing, that's no longer a coon's mesh gradient ... so the suggestion to rename it to coonsMesh might not be appropriate nikos: I think you would keep the coon's mesh as is, and if you had a different type you'd name it smoothMesh or whatever Tav: I think you can add smoothing to coons patch ChrisL: what's it called in PDF? nikos: "gradient mesh" ... that's what it's called in illustrator ... in PDF there's coons patch, and tensor-product patch ... that doesn't give you full continuity ... what's recognised as "gradient meshes" is the full continuity ChrisL: we did look earlier at tri-mesh and we abandonded that ... I suggested using Phong shading, since we already have that in filters Tav: triangle meshes aren't easy to use for the artist ChrisL: I had proposed using a scatter field of dots, and delauny triangulation nikos: if the structure is not going to change, it's appropriate to call it "coons patch mesh gradient" ... it's still based on an array of coons patches ... I think it's safe to give the current SVG 2 representation a more specific name Tav: not sure "coons" is the right name though ... doesn't that describe how you fill it to? nikos: no ... the interpolation of the colours is what makes it a mesh gradient, but a coons patch mesh doesn't have to be filled in a particular way ... you could change some parameters of the blending, and it would still be accurate to call it an array of coons patch ... so calling it a coons patch mesh gradient would still be accurate ... the issue is that it might not exactly match what's in PDF for example ChrisL: a subset of it would heycam: "coons patch mesh gradient" is quite long as a name ChrisL: cmesh? cpmesh? heycam: I don't really like coonsMeshGradient but I can live with it ... feel like there might be a better name but can't think of one <krit> <coonsPatchMesh> heycam: might be ok to drop "Gradient" from the name, since it gets rendered directly (and also can be used as a paint) ... I like coonsPatchMesh more than coonsMeshGradient ... <cpatchGradient>? Tav: we should add tensor products I think ... it's not any harder ... when you render the mesh, it's no hard to handle the tensor products heycam: what about calling it patchGradient, and then the child elements indicate what kinds of patches are being used? ... what about: <meshGradient><meshRow><coonsPatch> ... and the <coonsPatch> can be used for both regular coons patches and tensor-product patches, if we add that ... any other non-coons patches we might add later would have a name different from <coonsPatch> RESOLUTION: We will rename <meshPatch> to <coonsPatch>. ChrisL: you were also concerned about working on this in parallel, and working in a community group ... would allow the inria guys to contribute ... another possibility is a taskforce nikos: community groups you have to keep things on track, and keep people contributing ChrisL: seems like a reasonable way forward heycam: I don't have a good sense of how difficult this would be to implement nikos: we would hope to implement it in webkit, and probably provide a reference implementation / library ... could demo stuff ~ at the end of the year ChrisL: the group is not going to say definitely no at this stage, and not definitely yes ... needs to be demonstrated and looked at ... so it's not a total waste of time ... I think with the existing stuff, people will want to get rid of the lines ... concern with the gradient meshes was that you need this solver to calculate the pixel values which people would be scared about speed Tav: inkscape's rendering of mesh gradients is fast cabanier: it's also easily GPU implemented heycam: acceptable to say to put in some more effort so we can make a better judgement with more data? nikos: yes I think so ChrisL: having regular updates from the CG would be good too <nikos> [23]http://patate.gforge.inria.fr/html/ [23] http://patate.gforge.inria.fr/html/ RESOLUTION: SVG WG is happy for CG to be formed to begin looking into diffusion curves. <nikos> scribenick: nikos Telcon time heycam: all the daylight savings changes have been made now ... it would be good to make a time that Chris can call in ChrisL: I'm available 6am to 8 or 9 pm ... 9pm finish Tav: i have trouble before 9am <heycam> [24]http://www.timeanddate.com/worldclock/meetingtime.html?iso= 20140409&p1=37&p2=152&p3=248&p4=224&p5=179 [24] http://www.timeanddate.com/worldclock/meetingtime.html?iso=20140409&p1=37&p2=152&p3=248&p4=224&p5=179 krit: Need to consider Rich as well ... he's something like 2 hours after Seattle <heycam> [25]http://www.timeanddate.com/worldclock/meetingtime.html?iso= 20140409&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 [25] http://www.timeanddate.com/worldclock/meetingtime.html?iso=20140409&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 heycam: 6am Europe seems like a good spread ... midnight in New York, 11pm in Austin ... times that are possible but not present - 4pm paris, midnight Melbourne, 7am SFO [26]http://www.timeanddate.com/worldclock/meetingdetails.html?y ear=2014&month=4&day=9&hour=14&min=0&sec=0&p1=37&p2=152&p3=248& p4=224&p5=24&p6=179 [26] http://www.timeanddate.com/worldclock/meetingdetails.html?year=2014&month=4&day=9&hour=14&min=0&sec=0&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 Ignore the selected day, just look at the time [27]http://www.timeanddate.com/worldclock/meetingdetails.html?y ear=2014&month=4&day=9&hour=13&min=0&sec=0&p1=37&p2=152&p3=248& p4=224&p5=24&p6=179 [27] http://www.timeanddate.com/worldclock/meetingdetails.html?year=2014&month=4&day=9&hour=13&min=0&sec=0&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 RESOLUTION: new telcon is 3PM Thursday Euro time Variable-width stroke 'vector-effect' non-scaling features update <stakagi> [28]https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/vector_ef fects_extension [28] https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/vector_effects_extension stakagi: I had an action about non scaling object <ChrisL> action-3578? <trackbot> action-3578 -- Satoru Takagi to Add the new transform(ref) functionality to svg 2 -- due 2014-02-07 -- OPEN <trackbot> [29]http://www.w3.org/Graphics/SVG/WG/track/actions/3578 [29] http://www.w3.org/Graphics/SVG/WG/track/actions/3578 stakagi: I prepared this wiki page ... it was also pointed out that the variation of the effect should be prepared <birtles> stakagi: At the Seattle F2F we decided that we should approach non-scaling effects not using transformRef but with vector-effect stakagi: such as non scaling size and fixed position or non rotating objects, etc ... this wiki page shows an enhanced proposal for vector effects ... one effect is non scaling size, another is non rotating, and last is fixed position ... additional parameters is viewport, screen, device, number ... I prepared a web application that emulates this <stakagi> [30]http://svg2.mbsrv.net/devinfo/devstd/non-scaling-objects-2/ VectorEffectTest.html [30] http://svg2.mbsrv.net/devinfo/devstd/non-scaling-objects-2/VectorEffectTest.html stakagi: The demo is using the equivalent of the viewport keyword. The other options such as screen and so on are not part of the demo ... each effect is also described as a formula ... a transformation formula - see section 1.3 <stakagi> [31]https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/vector_ef fects_extension#Transformation_Formula [31] https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/vector_effects_extension#Transformation_Formula stakagi: my question is may I add this to the SVG 2 specification? ChrisL: I've had a look and it seems generally good to me ... I had one comment that non scaling by itself was a little odd. Suggested non-scaling-size ... I've had a play with the app and it seems self explanatory ... in general this seems to be the sort of stuff that the action covered ... can't remember the url ... is it like in svg 1.2 we had ref where you could transform relative to another element? stakagi: yes, but bits in grey I may remove heycam: what's the difference between screen and viewport? birtles: I don't quite understand, but in the formula it's all split out ... we have get screen ctm in SVG already and that's what screen refers to ... viewport is a subset of that ChrisL: viewport only goes one level up so if you have nested viewports... birtles: if you have nested viewports, then viewport will give you the closest ... while screen always gives the outermost ... the third keyword device includes the transformations applied by the browser chrome and so on ... such as pinch zoom ... and device pixel ratio ChrisL: it would be useful to put that in the explanation ed: the equations have a division by the square root of the determinant of the ctm ... is it specified what happens when that is zero? stakagi: when that happens nothing should be displayed ed: does that need to be stated somwhere? stakagi: I haven't written the spec text yet heycam: what was number? ... goes this number of viewports up? ChrisL: yes ... we worked out the common cases were going one level up or all so there's keywords for that heycam: don't know if there's features that let you reference things in the hierarchy ChrisL: you mean by counting? heycam: or by name ChrisL: we have lots of things where you point to an id ... sometimes we restrict but in general terms its a uri heycam: but they're generally things that are downwards ChrisL: this is basically what we had before with the ref where you might want to reference other svgs and have them pan together for example ... what we've done in the past is to use a uri reference for pointing to things in the same or in other documents ... and restrict to the same document if needed heycam: if your containing document is a few levels up, where script would be restricted from accessing it, is it ok to get the ctm? ChrisL: I was imagining it would always be on the same domain <ChrisL> reasonable to allow cross document but not cross domain. same restriction as with script birtles: wonder how much number will be used ChrisL: suspect it will be used the least stakagi: I'm not fussed either way heycam: is the use case of having the document you stop at being somewhere in the middle of the chain an important one? stakagi: seems like it would be useful for tiles of maps, but it's hard to know [Chris gives a use case example of a map where the size of symbols is fixed] ChrisL: in some ways it's easier to track with an id heycam: think numbers might be hard for an authoring perspective ... especially with an adaptive number of levels - you'd have to update the numbers ... if the use case is knowing where the top level of the map is then it's similar to screen ... it's near screen ChrisL: you could put an id and point to it ... seems like an obvious place to put an id ... I do think we need to point to intermediate levels ... think numbers are going to be more trouble than they're worth though ... not hearing anyone arguing for numbers birtles: could perhaps add it later once we understand the use case better ChrisL: we're not taking away functionality, only syntax ... use cases aren't affected ... do people have any other issues? heycam: still not convinced url is the ideal way to referene ChrisL: I'd rather see url than an id ref heycam: if you're in control of all these docs and you can put an identifier then you can say go to that ChrisL: doesn't seem like the web architecture way to do it ... you'd point to a uri heycam: let's say you've designed your mapping thing and it's embedded ( which is why we need more than screen) ... if you want that available in different contexts then you might need something other than url ChrisL: you're right number would be useful there heycam: I still don't like number though. You're not necessarily going to have the same number of steps all the time to get to where you want ChrisL: so we need a way to point to somewhere higher up without knowing the name of the document that contains that birtles: I don't see whats wrong with id heycam: implies the same document ... I think something like id is needed, but not exactly id as in the proposal ... I wonder if in Thomas's use cases if he ever has other documents? ... I think maybe that feature may be ok but not sure of exact way to do the referring. ... could think about that later ed: you mean start without it ? heycam: is Takagi-san sure the feature is needed? birtles: no I think he's happy for us to decide heycam: if that's the case then I lean towards not adding for now stakagi: I don't have a particular opinion, but in Seattle Chris and Doug proposed it ChrisL: so if you do the multi pane mapping thing you have to always go to the top ... so you can only have one level heycam: I meant drop url and id as well as number ChrisL: it's really common to do multi pane things and have them transform together ... I understand you don't want to bake uri in so that components are reusable but I'd rather that than no uri at all stakagi: I still want to look into the needs of the specific use cases and add what's needed after ... so I think it's ok to leave off the grey parts of the syntax until after the investigation ChrisL: I'd rather have it in ... it's easier to define everything within the model and then remove things ... if we do it in terms of pointing at elements, then we say you point at the element and there's syntactic sugar for nearest and furthest heycam: Brian was wondering if we could just use id and look at each document for that id ... but I was a bit uncomfortable with that ... maybe a new attribute is needed ... if it's documents and not viewport establishing elements within documents then maybe the name attribute on iframe could be used birtles: can we leave this as agree on the requirement but we don't know what the addressing mechanism should be ? ChrisL: yes heycam: I can see the use case for identifying a top level document somewhere in the chain which is the root you want to trasform things relative to ... but not sure about individual viewport establishing elements within documents somewhere up the chain birtles: Takagi-san was wondering about screen ctm and whether that should include the browser chrome trasnform ... spec not clear currently, wondering if anyone knows about that heycam: I know there's a lot of confusion about window.devicePixelRatio and that's part of what Ted was going to investigate krit: did someone check if screen ctm goes outside of svg root? heycam: when an object is fixed position, what point on the object is fixed? birtles: I don't quite understand but I think it's the 0,0 part of the shape ... but if you put a translation on it then it's the x,y of that translation ... specified under fixed position ... if it has a transform on it then it uses the tx,ty stakagi: I think it would be better if there were separate attributes for that but don't have any ideas on what that would look like heycam: I'm having trouble getting my head around what fixed-position actually means ... in the demo, if I zoom then the arrow remains centered on the magnifying glass thing ... what defines that that is the origin? ... seems like one of the main use cases for fixed-position is location markers on the map where you want the icon to get bigger on zoom but position to stay fixed ... are all the combinations sensible? I'm wondering if there's only a couple of combinations that you'd want to use and then there's a better name for each ChrisL: with the transform attribute you can say rotate, scale, translate in any combination and these ones are basically the same choices but stopping them happening ... so if we allow the transforms in any order then should also allow them all to be switched off heycam: guess there will always be some combinations that don't make sense ... can we use the names translate, rotate, scale? ... fixed-position is pretty descriptive ... compared to non-translation ... so we're deciding whether takagi-san will go ahead and add these to the property? ChrisL: yes ed: yes heycam: have a feeling these will cover Thomas's use cases as well ChrisL: once there's spec text he'll be able to see more easily heycam: so we have a separate keyword for non-scaling stroke ... that's a bit different to others that say which bit of the transform isn't applied ... maybe non scaling stroke should be taken out of the brackets ... since it's more canned ChrisL: so you can't say non-scaling-stroke and non-rotation? heycam: yes ed: what if you had hatching that wasn't meant to be rotated? heycam: that was one of Thomas's use cases Tav: there's two independent things. Positioning something and then how it's transformed birtles: it's actually non scaling stroke width that non-scaling-stroke refers to heycam: ok I was confused. ... so we might have additional keywords like non scaling stroke to keep the pattern oriented for example birtles: begs the question of whether it should be a separate property Tav: makes sense heycam: but we can discuss that sort of thing later birtles: think it's worth splitting off now ... vector-effects makes more sense when referring to the stroke but less when referring to the transform ed: would prefer if names didn't have 'non' at the beginning heycam: is it ok to decide the name later? <birtles> property name suggestions so far: transform-constraint, transform-limit, transform-lock, untransform, fixed-transform non-transform etc. <birtles> keyword values: fixed-scale, fixed-rotation etc. <birtles> heycam: 'transform-context' ? <birtles> ... since it specifies not only the parts but also the point of reference heycam: we do need to decide if Takagi-san should add it ChrisL: he should ed: yes Tav: yes RESOLUTION: Takagi-san to add vector effects extension proposal to SVG 2 specification <scribe> ACTION: Takagi-san to add vector effects extension proposal to SVG 2 specification [recorded in [32]http://www.w3.org/2014/04/09-svg-minutes.html#action01] <trackbot> Error finding 'Takagi-san'. You can review and register nicknames at <[33]http://www.w3.org/Graphics/SVG/WG/track/users>. [33] http://www.w3.org/Graphics/SVG/WG/track/users%3E. <scribe> ACTION: stakagi to add vector effects extension proposal to SVG 2 specification [recorded in [34]http://www.w3.org/2014/04/09-svg-minutes.html#action02] <trackbot> Created ACTION-3619 - Add vector effects extension proposal to svg 2 specification [on Satoru Takagi - due 2014-04-16]. <ChrisL> scribenick#: cabanier <ChrisL> scribenick: ChrisL Variable stroke width <birtles> [35]https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Variable_ width_stroke#Syntax_proposal [35] https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Variable_width_stroke#Syntax_proposal birtles: some tweaks from last time ... also a polyfil, not finished <birtles> [36]https://rawgithub.com/birtles/curvy/master/index.html [36] https://rawgithub.com/birtles/curvy/master/index.html birtles: syntax proposal had consensus last time but people asked for a polyfil to test algos with ... does parsing and processing of values, does not draw the stroke yet ... most syntax implemented heycam: can you explain the syntax birtles: choice of algo, and some predefined test cases ... can write your own ... and permalink to sendto other people ... three properties plus a shorthand. list of widths, can do asymmetric ... percentages are % of computed value of stroke width ... absolute distances, issue if they should allow relative ... drawn segments can be adressed krit: all absolute? birtles: yes ed: order of values, is it order in path? birtles: yes, parallel arrays in ascending order else clamped like css gradients krit: comma separated list ... are you sure, shorthand has list too birtles: formal syntax not specced out yet ChrisL: is it piecewise linear or what? birtles: that is why there is a choice of algo in the polyfil, not decided yet heycam: so you walk the path and interpolate ... catmull-rom with warping would look good birtles: only get gaps if you use the shorthand ... have only looked at sytntax parsing and calculation, not done rendering ... negatives not allowed heycam: catmull-rom can overshoot into negative ChrisL: just clamp to zero if so birtles: can have negative positions for strokes, probably unduly complex ChrisL: need extra points at ends to get flaring birtles: like stroke-offset, maybe a separate property? open issue ... repeat is if you have less data than needed. maintain final value or repeat pattern ... (goes through examples in proposal) ... want to have a width at start of every segment. eg path in response to direct input with touch/pressure/tilt ... align each with segment on the path ... else editing is complex with two arrayts in sync heycam: what if you use the longhand and no positions? birtles: equally distributed ChrisL: ok so you can have one width per segment but not forced to birtles: yes ed: how does this work with dash arrays and line caps heycam: cap is as small as the point it is at ... trapezoid for square caps? cabanier: yes, like in Illustrator heycam: so stroke warping is after dashing and capping krit: horribly complex birtles: there was an action to write a polyfuil but it wasn't done so this is a start ... important question is relative vs. absolute Tav: how to do segments that cross? ... trap off the part ed: zero length segments? bb Tav: not a problem birtles: can have two widths at same position, gives sudden drop ... its value then position, to align with css gradients ... to get a smooth repeat it needs to come back to first value Tav: corners? birtles: needs to be worked out ... not clear if computational complexity makes it too slow heycam: markers that have size relative to stroke width? birtles: at the point where the marker is ed: mitre joins can just out a long way, how to handle birtles: hmmm ... should be able to animate positions and values, perhaps not shorthand heycam: expand out shorthand on each keyframe ... so lets decide on relative vs absolute Tav: prefer absolute ChrisL: is it an either or, or would we want both? heycam: not hard to convert from one to the other birtles: relative and absolute differ if the path is extended ed: like uppercase/lowercase for rel/abs in path birtles: markers should be relative distances heycam: another difference is that didnt have sepaate properties for positions and markers ... single property letts you have multiple markers at same place though you could just repeat the position ... for repeating, easier to think of relative, copy the values birtles: instead of a property for repeat mode, separate property that specifies a pattern as a mode swidth Tav: as you widen stroke does the pattern widen? birtles: no ... not sure how to make it line up with markers ... implementability comments Tav: implemented, popular feature krit: will be a performance hit cabanier: fairly simple Tav: we have dash array, works fine. converts path to a fill, puts dash onit, ends up on stroke heycam: like the feature birtles: will continie to work on syntax krit: that is detail, important thing is rendering birtles: ok, work out bugs with the polyfil ed: very sharp corners, linejoins etc krit: need path planarization to do this cabanier: just draw all path segments, make sure turn same way, then fill ... so no need for planarization ... no unions heycam: width=0 widths=list, is that ok birtles: yes ... next step is to do an implemnetation krit: interop needs a defined algo ... kinda the same is not a goal heycam: ok with seg values? Tav: yes krit: yes ... each moveto is one segment birtles: sense is to count the drawing segments Tav: (draws) how to specify a gap birtles: yes, 2 segments Tav: 2,5,3,5 birtles: (draw) Tav: so it knows to skip ... its haow we did in inkscape, per segment basis ed: generated path can vary by impls. so does not match what author intended ... seg might not match due to internal normalization heycam: no, its bassed on path as specced not after normalization cabanier: unless you specify normalization krit: and you don't want to ... result can be a path object cabanier: would be cool. would need an acessor on path krit: would help canvas too heycam: with abs positions how can you do segment based patterns? (draws things with calc()) if doing a pattern on first segment, its a mode to opt into birtles: seprsate property for segment based patterns ... not for VWS, just for markers ... authoring hard with different modes ... 2 issues in wiki a) negative positions (as with css gradients) b) repeating patterns with vws, can start pattern part way through ed: couldbe useful cabanier: not sure how birtles: set position as -10 +10 then starts half way through ... or a flag for that like stroke-dash-offset heycam: prefer negative offset birtles: need values greater than 100% so if you can at one end should at other (negative) too heycam: can you animate length ofpath ... hmm dasharray so it works, animate d attr birtles: ok so issue 2 solved, do allow negative ... stroke widths lining up per seg without repeating them ... empty list is the initial heycam: needs a keyword for that ... for one per seg ... keyword plus value, or list of pairs birtles: yes heycam: reflect value? birtles: yes heycam: add to spec birtles: next step, finish impl to render heycam: if you want linear, for sawtooth Tav: inkscape has bezier or spiro as interpolators ... and linear, two types of bezier heycam: (worries about double plurals) ChrisL: its not replacing stroke-width, it is modulasting it Tav: yes, easy to sanimate width krit: interesting to implement in canvas birtles: prefer to see to get another path krit: cost is calculation not rendering ChrisL: (tangent on CR interpolator for linear gradients) (people making spirographs in the air and giggling slightly) heycam: squashing repetitions on a circle Tav: multiple of four only ... no, four thirds segments birtles: do need to specify equivalent path for all basic shapes (we have already) ed: ooh you could do stars birtles: hoping for help on the rendering part heycam: have lost an example that would have helped birtles: wait to solve issues before adding to spec heycam: add by end of june birtles: ok svg integration <nikos> scribenick: nikos heycam: SVG in OT spec needs to define or reference the referencing modes (to turn of script or other features that don't make sense) ... also it has some things like UA style sheet that it defines to make contextFill and contextStroke work by default ... and describes mapping of colour palette to css variables ... question is - where do each of those things get defined? ... in the OT spec itself? ... or in one of our specs that we control? ChrisL: anything that might include a list of elements or definition of list of elements I'd prefer we control ... don't have a strong opinion about UA style sheets heycam: one part about UA style sheet is where it forced display:none on text ChrisL: if we add another element that's like text but does different things then technically it would still be allowed and that would be bad ... so I don't like to see lists of our elements in other specs heycam: my feeling before was that some parts should eb defined in the SVG integration spec ... given it's already trying to define referencing modes ... integration spec never published as a WD ChrisL: it's been around for a while and not moving forward ... so we need to get it published heycam: I thought it would be ok to publish a FPWD ... so OT spec can reference an un-dated url of the spec ... so it will get updated as we make changes ... and sort out details of referencing modes that might still need defining in the near future ... but importantly because their spec is solidifying soon (this week or next week) then we will have reference to the TR page ChrisL: if we have a short name without a date they can link and always get the latest version ... much better than referring to an editors draft or a dated version heycam: OT spec doesn't publish regularly so will be difficult to revise in future ChrisL: we should learn lessons from the past and keep control of our stuff that's referenced cabanier: didn't they want another secure mode? ChrisL: we could use secure animated + a couple of lines that stop text being displayed ... our we could make a new mode that incorporates all that ... all the text to date has pointed to secure animated mode krit: the issue I have with the spec is that it does not solve the issues of security (which it should solve) ... it has weird text saying what you should and shouldn't do ... but not what you can and cannot fetch ... and that's the most important part of the spec ... don't expect this to be fixed soon ... so I don't want it published as FPWD without fixing this issue ... no issue with having additional modes for SVG in OT ... I would like the doc to go forward ... would like it to have a higher priority ... but most important issue should be fixed ... the issue is you can't just say script isn't allowed ... especially for images, doesn't what you can fetch ... in the introduction it says something about cross origin but no further details ChrisL: thought secure animated mode disallowed referencing other resources heycam: but you can use data urls krit: spec doesn't specify what it really means ChrisL: don't understand why you don't want it published? krit: it's not marked as an issue ... it should be ... and someone should add parts that you need to reference from OT fonts ... we resolved that Cameron and myself were added to editors list, but haven't had time to work on it ChrisL: What I'm asking for is that we have editors that are present and clearly mark the issues ... and go to FPWD ... not trying to blow off fixing that ... but for FPWD the normal thing to point out known issues and get review krit: that would be ok for me heycam: if you can list the issues that should be pointed out, I can add them to the draft krit: Doug points out a lot of things in the introduction. All of them should be issues ChrisL: normally issues should be displayed prominently ... I agree with the points you're raising ... HTML5 has some good stuff that we can point to for definitions heycam: I agree that for things like fetching there's a lot of work to go into the SVG 2 spec for the right hooks krit: I have a new document that has text that can be copied into the integration spec ... in the meantime we can link to my document for things like fetching strategies heycam: so can you provide me with the list of issues? krit: yes heycam: when is next committee draft being done? ChrisL: think that ship has sailed ... had to put it in their own document ... but Vlad is waiting for a reference to switch to ... so we do have a few months heycam: let's work on it tomorrow ... then maybe publish at next telcon ChrisL: a fresh resolution to publish would be good heycam: would people be happy to publish the document as is plus the list of issues from Dirk? ChrisL: yes RESOLUTION: Publish FPWD of SVG integration once list of issues is included <heycam> Scribe: Cameron <heycam> ScribeNick: heycam Text issues Tav: I have 46 text issues ... first one, foreignObject ... it says in text from SVG 1.1 "if more complex layout is required [ ... ] such as XHTML in foreignObject, the exact semantics are not completely defined at this time" ChrisL: we take out the mention of XHTML ... and just say HTML ... and if you're using XML serialization fine heycam: we should define exactly how HTML in foreignObject works ChrisL: we need to say that the very common thing, HTML, is defined ... and say that it establishes an outermost continaing block context ed: I think that's in SVG Integration ChrisL: I'd like for it to say that foreignObject can have all sorts of stuff, but one thing is html, and here's how it works with the CSS box model Tav: next, issue 8 <ChrisL> establishes an outermost containing block Tav: we talked about using height and width for providing a wrapping context ... I think that causes problems, in that our origin is not the upper left corner, it's the text baseline for horizontal text ... which if you just have a width is not a problem ... same thing if you have a height ... the origin is the center of the kanji glyph for example ... as soon as you say width and height it's a problem ... I think for the purpose of text in a rectangle, we should use shape-inside for that, rather than mess around with width/height and define how you shift down ... it also makes it hard to do the SVG 1.1 text position fallback [explains how to use tspans with x/y to do fallback] heycam: so the presence of width="" controls whether x/y on <text> are ignored ... is that a problem? Tav: no heycam: I think x/y/width/height should be the rectangle into which to lay out the text Tav: but then the y value on the <text> doesn't match the non-rectangular-layout position of the first line of text ... makes the fallback harder to write, you have to shift the lines down to fit into the box ... I think instead you should use shape-inside to define the rectangle to lay text into heycam: what happens if you put width and height then? ... you should use the one appropriate for the writing-mode on the <text>? Tav: yes ... next, issue 16 ... shapes define an inset rectangle, which I thought might be interesting ... this has to do with syntax, being able to define something inside a different shape ... inset-rect heycam: not sure how different this would be from padding? Tav: should we allow elements inside other elements, and use the geometry of those elements ... for connectors it would be useful to have a point defined in terms of the bounding box of the object ... should you be able to define a text box in terms of an outer element ... next thing is issue 22 ... there are a number of issues here ... I assume we want to reference CSS writing modes ... they do things a bit differently ... from what SVG 1.1 has done ... if I copy them directly, I don't know if it will break content heycam: I would say it wouldn't break content Tav: there is direction, unicode-bidi and writing-mode ChrisL: at one point we thought that unicode-bidi and writing-mode was all we needed, but we were told direction was needed Tav: there are values like lr-tb, ... in SVG 1.1 ... and horizontal-tb, etc. in css3-writing-modes ChrisL: the SVG 1.1 ones are copied from XSL Tav: we should just move to the CSS values? heycam: yes Tav: writing-mode also misses the mongolian direction ... in SVG 1.1 ... next, issue 28 ... glyph-orientation-vertical, etc. ... it has additional values upright and inline in css3-text heycam: seems to be not in the latest draft of css3-text ... if it's not there, we shouldn't have it Tav: next, issue 30 ... we use "current text position" over 100 times in the Text chapter ... and I don't think that's a CSS layout term ... I think that needs to be purged somehow ChrisL: is there an alternative term to use? heycam: I reckon you won't need that term, since you'll be deferring to CSS box layout Tav: next, issue 35 ... baseline-shift is still in css3-line ... useful for super/subscripts ... Inkscape uses it for ... vertical-align is a shorthand for baseline-shift etc. heycam: [talks about how that spec is not being worked on, but might soon by Alan] Tav: in general, CSS has more features on text than we've ever had ... text-indent hanging-punctuation ... do we pull all those things in? heycam: I think for text/inline stuff yes assume it works Tav: next, issue 42 ... text-overflow:clip ... it's already possible to do clipping with clip path, this is only clipping if the text overflow ... convenient shorthand ... in issue 41 it's argued this property is useless ... it would be useful if you move the mouse to the ellipses and show the remaining text ... do we agree we should have text-overflow? heycam: what does text-overflow apply to? block or inline elements? ed: makes sense to keep clip ... applies to block container heycam: I think the hover to show the overflow should be done in the document text { text-overflow: ellipsis; overflow: hidden; } text:hover { overflow: visible; } Tav: next, issue 45 ... I assume we're linking to css3-fonts ... font-variant has been completely reworked ChrisL: yes Tav: next, issue 46 ... css3-text-decoration ... it's a bit different from what SVG has done in the past ... you can set the colour on the underline ... I assume we want to preserve the text-decoration like it's shown in the figure ... you can have the stroke and fill different on underline, but at the same time allow text-decoration-color to set the colour ... would that remove the stroke? ChrisL: they don't really distinguish between fill and stroke ... they tend to talk about "the" colour of the text heycam: maybe make text-decoration-color affect only the fill of the decoration ... not sure how to deal with currentColor being the initial value Tav: we should define how/whether text-decoration on text on a patch works ed: that's been undefined for a while ... some people use textPath for multi-line text ... and would expect underlines to work there RESOLUTION: text-decoration doesn't paint on a <textPath> -- end -- Summary of Action Items [NEW] ACTION: stakagi to add vector effects extension proposal to SVG 2 specification [recorded in [37]http://www.w3.org/2014/04/09-svg-minutes.html#action02] [NEW] ACTION: Takagi-san to add vector effects extension proposal to SVG 2 specification [recorded in [38]http://www.w3.org/2014/04/09-svg-minutes.html#action01] [End of minutes] __________________________________________________________
Received on Wednesday, 9 April 2014 15:48:45 UTC