[Kde-games-devel] SVG rendering (was KSame)
Mauricio Piacentini
mauricio at tabuleiro.com
Sun Nov 5 15:47:53 CET 2006
I did test while porting the Tileset.cpp file in KMahjongg with all
image types. If you need a proper alpha channel (with gradients) you
should prob use premultiplied, as final compositing will be faster.
I could not use QPixmaps directly for rendering, but I do not remember
why exactly. Sorry, it was a couple of months ago. I *think* it might
have to do with the need to render outside a paintEvent, not sure.
But anyway, if you want to have another look at quick SVG to pixmap
extraction see Tileset.cpp and Tileset.h in Kmahjongg. I use a XML file
to store versioning information (and possibly support PNG in the future,
not sure yet.) For converting the SVG to pixmap elemements I am using
KSVGRenderer for svgz support and named elements in the SVG file. Art
was created with Inkscape.
Regards,
Mauricio Piacentini
>> For QImage, I was not sure whether to use ARGB32 or
>> ARGB32_PreMultiplied. The compat method setAlphaBuffer sets ARGB32
>> (the docs don't say so, but the code does), so I used that.
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