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View Code? Open in Web Editor NEWTinyVG parser and renderer for libGDX
Home Page: https://svg-to-tvg-server.fly.dev/
License: Apache License 2.0
TinyVG parser and renderer for libGDX
Home Page: https://svg-to-tvg-server.fly.dev/
License: Apache License 2.0
Amazing project. It would be nice if you could write a minimal app to load and display SVG and TVG files (SVG is converted to TVG before display). Maybe add a few render settings one can tweak and see the changes on the fly. Maybe also some transformations. The release could come bundled with a few .svg and .tvg files (part of the .jar). At startup one of those example files could be loaded at random.
Currently we recalculate all positions based on the tvgs position and viewport every frame.
This is obviously "slow", therefore we should implement a "dirty" system, where the tvg keeps track if something changed (position, scale, line width scale, viewport) and updates itself once instead of every frame.
Apparently you need to install ShapeDrawer manually.
I'd like to test more graphics but have only semi-successfully converted the one as of yet. Compared with TVG's SDK renderer, there are holes in the thonk and it's much paler than it should be.
GIMP (SVG) | tvg-render (TVG) | gdx-TinyVG (TVG) |
---|---|---|
Original SVG, TVG(T) and converted SVG: pirate.zip
Add an option to render to a texture region via a framebuffer.
This means we need to draw the tvg only once and then draw the framebuffer instead.
Currently the batch flushes between every style as every style has a couple different shader uniforms.
If we're however drawing with the same style, then there's no need to flush it.
There are a couple useless instantiations in all the Path Commands. Best to just calculate all points in a single array.
The following examples from https://tinyvg.tech/ fail to render properly:
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