More KDE-Edu icons needed

rwlbuis at rwlbuis at
Wed Jan 7 11:37:55 GMT 2004


> On Tuesday 06 January 2004 20:56, Ante Wessels wrote:
>> On Domingo 04 Enero 2004 22:34, Anne-Marie Mahfouf wrote:
>> > Hi!
>> >
>> > In the kdeedu module, some icons are not totally Ok so we need to
>> improve
>> > them.
>> > Having a svg image made for each creation of 128, 48, 32 etc sizes
>> would
>> > be nice.  Especially 128x128 is missing for some apps and OS X needs
>> > that.
>> If there are SVGs the rendering should be possible automatically, not?
> I've also been interested in this. Nevertheless it is a /highly/ wanted
> feature. It would reduce *a lot* of work, close about 30(?) bug reports
> and
> all the latent ones, open up graphic development, save disc space as well
> as
> a more functionality for the user.

Are you sure it will close that many bug reports, all unique bugs? And
what are they like?

> The drawbacks is that the current ksvg implementation is way too slow to
> make
> it practical(that is what I've heard) but that will perhaps change. And

Right, though we call it svg icon engine, which can be found in
kdelibs/kdecore/svgicons. I heard the same, though I didnt do any tests.

> then
> the icon loader should be prepared.. Worth mentioning on the subject;
> QuakeForge(open source version of quake1) started gzip'ing their game data
> and in the over all picture the loading went much faster because time
> spent
> on decompression was multiple fold won back on the the short read times
> required from (hard) disc.

Right, all crystal SVGs seems to be in .svgz format, which is svg + gzip.

> Another reason to prefer png's is that they look better in low
> resolutions(also what I've heard).

Perhaps 16x16, 22x22 and 32x32 could be pngs, bigger all generated at
runtime from svgs... I dont know if there is some exact boundary size
below which png is better and above which svg is good enough though...

> Perhaps the ksvg-team can give an update on the issue(CC'ing around).

Well IMHO the svg icon engine should be rewritten, and I already did some
experimental code for that. That code was tested standalone though, I
havent tried to make kiconloader use it. We'll probably continue
experimenting, seeing whether the engine can be efficient enough, but this
wont be ready for 3.2, so probably 3.3...


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