[Kde-games-devel] Theming suport
Mark A. Taff
marktaff at comcast.net
Wed Mar 28 21:07:35 CEST 2007
On Wednesday 28 March 2007 08:20:37 Matthew Woehlke wrote:
> Mark A. Taff wrote:
> > As for backgrounds, I think they should all be svg as well, except when
> > there are compelling reasons for using a raster image for a particular
> > background.
>
> Sorry to jump in late, but... what is the opinion on tiled raster
> backgrounds? They also look nice (in a way that's very hard to achieve -
> at least inexpensively - with svg), and resizing isn't an issue because
> they tile...
Not having coded a game myself, but it is my understanding all the SVG's get
rendered as raster (pixmap ) ultimately. The key is that the original
artwork be done in SVG, so:
1) it can be changed easily and precisely in Inkscape or similar
2) it can be changed programatically, via KGameSvgDocument or similiar
3) so the tiles can be scaled as required without becoming pixelated
For #3, let's say the tiled bg normally gets rendered at 25x25px initially.
Can it then be scaled to 20x30? to 30x30? to 30x30? Being able to do so is
good, imo, but I think consensus around here is that there may be cases where
this is impractical, or even non-sensical. Perhaps your application requires
that the aspect ratio be maintained. That is where the author has to use
their best judgement, I think.
What I was speaking of before was a case where perhaps a cityscape of Paris
would be an appropriate background, which is nigh impossible to make scalable
without pixelation without using fractals.
If you do use a raster image as a source image, I suggest you at least wrap it
inside an SVG document. That way, your code will permit an artist to update
or create a theme that replaces the raster image in the SVG file with an
actual SVG-based image.
Regards,
Mark
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