[Kde-games-devel] A simple svg optimizer
Dmitry Suzdalev
dimsuzkde at gmail.com
Wed Dec 19 21:51:28 CET 2007
On Wednesday 19 December 2007 23:33:08 Mauricio Piacentini wrote:
> Loosing the Inkscape/sodipodi entities gives us a 10% gain on disk, but
> possibly makes it more difficult for possible contributors to help us,
> right? I mean: we would be then working with two sets of files: one
> would be the "official" SVN art, and the other would be the "stripped"
> one installed on-disk. Are the savings really worth it? We would be
> losing layer names, for example, and other stuff that could be useful to
> reintegrate contributions into the original source files. In my mind,
> compressing to svgz results in MUCH greater savings on disk, with no
> side effects on editability. If we are thinking about saving disk space,
> then using svgz in all cases is the way to go, not stripping the svg, imo.
+1
>
> Also, the performance will not increase, right? At least not in any
> measurable way, as the bulk of time is spent on rendering the curves,
> and blitting to the screen. In other words, it is something we should
> consider for 4.1, but I do not see a clear benefit in having this (two
> sets of SVGs), and I see some possible pitfalls. Maybe I am not seeing
> the whole picture?
+1
You have just told what I was having in mind :)
Cheers,
Dmitry.
More information about the kde-games-devel
mailing list