Brush spacing / rotate / scale

Valerie VK valerie_vk at
Fri Nov 16 16:29:28 CET 2007

Moritz, I'll admit that I have no idea what you're talking about,
but I assure you that this is due to my ignorance as a non-
programmer. That said, I also suspect that at least some of the 
developers here are unfamiliar with the territory you're 
mentioning. I can see that this is something Big, it just seems 
too novel for this one thread to handle. :-)

My experience is that when you try to explain something through 
addressing individual points raised during a conversation,
often you can spend hours and still not get the point accross. 
But if you step aside and prepare a clear presentation instead,
with graphs and point-by-point explanations, then suddenly
everything becomes clear. 

Very likely, something like this will require a huge reworking of 
Krita's internal architecture, and may also require intensive 
rethinking of Krita's interface (if for example, the notions of 
raster and vector truly get merged, how does that leave the tools?).

Long ago, Gimp had this great concept called GEGL. Implementation
though went eeeeeh, slow. With such an extensive architecture
rework, this procedure you're talking about will probably first 
need an external prototype that can later be migrated to Krita. 
So we'll probably need:
- a paper explaining exactly what this does and how it works (like
what you've explained already, along with charts and stuff), and 
how it benefits the end user
- a few graphs to explain the concept in more detail, including
necessary coding components that can be assigned to different
- a major architecture rediscussion of Krita, including major UI
and tools rework for the added functionalities
- a migration plan into Krita, so it won't just sit there. 
Migration will probably be progressive, with both tools being 
developed side by side.
- then the prototype independent of Krita can be created
- once it matures, it can be progressively implemented into Krita.

How does that sound? :)

Very likely, it can't be implemented before Krita 2.0, so maybe 
you can use this time to prepare the first two items as detailed 
explanations. Maybe once you get this organized, it won't sound 
so "strange." :P 

Once 2.0 is out of the door, developers can be rounded up to
seriously start discussing the various components, and see if
it is possible to implement this for Krita 3.0 or for a later
release. Then a separate project can be initiated for the
prototype, all the while actively recruiting more developers for 
the task.


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