- From: Kurt Cagle <kurt@kurtcagle.net>
- Date: Wed, 01 Dec 2004 00:13:08 -0800
- To: www-svg@w3.org
I understand the benefit to maintaining a 3 x 2 affine transformation tensor rather than a 4 x 4 matrix for routine operations (performance, if nothing else), but is it possible to create a 3x3 matrix as a vector-effect filter for non-affine transformations? It would provide a mechanism for doing pseudo-perspective mappings, a capability that has applications all over the place. While on the topic of filters, what would it take to provide filters that would shade paths with lighting at a given angle assuming either an inset or outset descriptor on the path? The primary beneficiary of this would obviously be buttons -- a path shader which let you assume that positively-wound bindings would be shaded as if tilted at a given angle toward the light source and negatively-wound bindings would be shaded as if tilted away from the light source would give a 3d effect (raised or inset) to irregularly shaped regions. Given SVG's likely role in building sXBL based components, such a feature would seem to me to be eminently useful. One last point to consider - the current approach to filters of any sort is to provide an enumerated set of filter primitives. However, it seems to me that such a set will, by definition, always be incomplete. While you can use convolution matrices to handle some types of filters, it seems reasonable to me that there should in fact be a specific filter/shader API for implementing and accessing intermediate layer graphics through some external mechanism. By doing this, you provide a consistent means for filter generation.
Received on Wednesday, 1 December 2004 08:14:03 UTC