- From: MenTaLguY <mental@rydia.net>
- Date: Fri, 25 May 2007 18:29:34 -0700
- To: bulia byak <buliabyak@gmail.com>
- Cc: Chris Lilley <chris@w3.org>, www-svg@w3.org, Inkscape ML <inkscape-devel@lists.sourceforge.net>
On Fri, 25 May 2007 20:24:33 -0300, "bulia byak" <buliabyak@gmail.com> wrote: > Actually, the proposed triangulated mesh in SVG won't buy us much at > all, because we can just as well approximate a bezier-based AI-like > mesh with small triangles or (better) beziergon paths right now (see > http://inkscape.org/screenshots/gallery/inkscape-0.45-gradient-mesh-experimental.png), > and it won't be _much_ worse or less efficient than if we used the > triangulated mesh. There's a decent chance of being able to exploit hardware acceleration for the triangulated mesh case; we don't get the same advantage from blurring a grid of shapes that had to go through the full SVG rendering pipeline. > found use for such gradients. A few times I thought I might use them, > but when I actually tried, they always turned out too awkard, too > sharp near the corners, too linear. Hmm, I was a bit worried about that being an issue -- that is a known shortcoming of Gouraud interpolation. If we're wiling to sacrifice direct PS/PDF compatibility, we could possibly use a different interpolation function. -mental
Received on Saturday, 26 May 2007 01:29:43 UTC