- From: Charles Pritchard <chuck@jumis.com>
- Date: Sun, 08 May 2011 13:50:00 -0700
- To: Doug Schepers <schepers@w3.org>
- CC: 'www-svg' <www-svg@w3.org>
On 5/8/2011 1:09 PM, Doug Schepers wrote: > Hi, folks- > > I have a few more personal thoughts on features for SVG 2; these > aren't necessarily the views of the SVG WG. > > I believe that the next 2 years are going to be a make-or-break period > for SVG. It's never been easier to use SVG on the open Web, now that > all the major browsers support it (though, as with HTML, there are > quirks between implementations). There is a lot of increased use and > interest in SVG, but we still aren't seeing dramatic widespread use of > SVG. Backward compatibility is a big issue here. Several times I've tried to wade into SVG, only to find poor UA support. That has certainly changed, drastically, in the last 6 months. But that's the last 6 months. A short span of time. SVG is a very large spec, very difficult to implement. Far more complex than HTML+CSS2. So, I certainly don't hold it against UAs that it's taken them this long to make near-complete implementations. I disagree, that this is a make-or-break period. SVG has already made it. Over the next two years, we will, finally, see more web apps using SVG. That's going to happen. > Part of this is probably that there are now more alternatives, like > the Canvas API, the 3D stuff, and some new CSS features (some borrowed > from SVG, but put in a context more people are familiar with); another > part is lack of great tooling for dynamic, interactive SVG; another > part is general lack of knowledge about SVG; but part of it might be > that SVG just hasn't hit the sweet spot in terms of features that > people need to solve their specific problems, and which can't be > solved using other technologies. Normalized SVG paths have hit the sweet spot; it's unfortunate that the Canvas API does not exploit them. I've been investigating normalized svg paths as a means of sharing area map data with ATs; so that they can "see" clickable shapes in my canvas shadow tree. Many of the CSS features borrowed from SVG are a positive sign, of better integration between the CSS box model and the SVG model. I personally think that normalized SVG paths could be integrated into CSS as well, but that's another topic. The two areas most-lacking in SVG, the two reasons why I continue to use a canvas back-end, when an SVG backend may be available, are bitmap accumulation and n-dimensional trace groups. SVG DOM simply gets very bloated, when either are used. I end up with a 10 second draw time on the iPhone instead of under-a-second with canvas. Think of how you might serialize pressure sensitive pen data in SVG. It's rough. That said, I am serializing my data into SVG+InkML+WebGL [filters] as a first stab at a workable format. On 3d: WebGL + SVG gets me the same level of support for filtering images as I get with Canvas 2d ImageData. Added benefit: I don't have to worry about cross domain issues, as I'm never given access to the underlying data. When the SVG implementation on the UA isn't so hot, I can fallback to an SVG implementation written in ECMAScript using the Canvas API. Can and do. In response to your gloomy gloomy message: I respectfully disagree. SVG continues to benefit from Canvas, 3d and CSS APIs; it benefits from greater integration with the larger engineering ecosystem. If you're looking to make my life a little easier, I would like SVG2 to address some of the reasons why I've had to fall back to the canvas tag. It'd be swell to use SVG2 + webgl filters without needing the extra step of having a canvas tag. And it'd be fantastic if SVG could reasonably be used to display InkML trace groups. -Charles
Received on Sunday, 8 May 2011 20:51:21 UTC