From cd80614ab5c1d80293818225fa524aa5e4ed4720 Mon Sep 17 00:00:00 2001 From: Timothe Bonhoure Date: Sat, 1 Jul 2023 15:34:11 +0200 Subject: [PATCH] Explicit SVG support in godot Apply suggestions from code review Co-Authored-By: Hugo Locurcio --- tutorials/assets_pipeline/importing_images.rst | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/tutorials/assets_pipeline/importing_images.rst b/tutorials/assets_pipeline/importing_images.rst index 33b629a938a..f3a1fc71485 100644 --- a/tutorials/assets_pipeline/importing_images.rst +++ b/tutorials/assets_pipeline/importing_images.rst @@ -24,7 +24,9 @@ Godot can import the following image formats: - Truevision Targa (``.tga``) - SVG (``.svg``, ``.svgz``) - SVGs are rasterized using `ThorVG `__ - when importing them. Support is limited; complex vectors may not render correctly. + when importing them. ThorVG only supports the `SVG Tiny 1.2 specification `__ + to keep it lightweight. Some features of the Tiny specification are **not** supported : animation, fonts and text, interactivity and multimedia. + As a result, complex vectors may not render correctly. You can check whether ThorVG can render a certain vector correctly using its `web-based viewer `__. For complex vectors, rendering them to PNGs using `Inkscape `__