[Bf-committers] Icon scaling
Stephan Aßmus
superstippi at gmx.de
Sun Nov 6 10:53:38 CET 2011
Hi all,
this is my first post to the list. My name is Stephan Aßmus and I am a
contributor to the Haiku project, www.haiku-os.org. I stumbled over a
tutorial about using Cycles and this has renewed my interest in Blender.
Blender is pretty powerful, but I think it is still not approachable
without doing Internet searches and following Tutorials (for example I
had to look up how to close views, or stumbled across Shift-A in a video
tutorial after wondering how I even create new objects). However,
awesome features such as Cycles makes potential users more willing to
take these steps, such as in my case. :-)
One thing I really like about the interface, is that it is scalable by
providing a device DPI value in the preferences. The only problem with
this approach is that icons are scaled up and look blurry. Maybe a
solution would be to store all icons in a bigger resolution, but it
won't be perfect.
For the Haiku project, I have developed a scalable vector icon format
which takes extremely little disk space to store, and is very fast to
render without artifacts, since it is using single pass compound shape
rendering based on Anti-Grain Geometry. Some of you may be familiar with
this awesome 2D graphics framework.
I have tried to search for previous discussion on this subject in the
Blender world, but nothing has shown up. Maybe I didn't look in the
right places.
My icon rendering as such would not solve the blurriness as is. But it
has the potential to achieve this. Just as text rendering uses glyph
hinting to align the shapes of glyphs to device pixels, a similar
technique could be used for rendering scaled vector icons. But it should
be difficult to do it with a general purpose vector format such as SVG,
versus a dedicated icon format in which meta information can be given to
shapes. For example, my icon format already contains a mechanism for
making shapes disappear or appear in certain ranges of global scale. The
format and renderer could be extended to support tagging shapes for
being pixel aligned at render time.
One post I stumbled across suggest that the original format of the
Blender icons is SVG. The one editor which exists for creating icons in
my format does support SVG import (and export), but the import is quite
limited. One drawback of the idea is that all icons would have to be
worked over to make use of all the features of my format (sharing of
paths and styles) to benefit from the possible small disk size. And my
icon editor only exists for Haiku at the moment. :-)
But is there even some general interest in this idea? To learn more
about the format, I just found out there is even a Wikipedia page (while
looking up my articles):
http://en.wikipedia.org/wiki/Haiku_Vector_Icon_Format
Best regards,
-Stephan
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