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Use LunaSVG instead of NanoSVG for importing SVGs #2864

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fire opened this issue Jun 14, 2021 · 1 comment
Closed

Use LunaSVG instead of NanoSVG for importing SVGs #2864

fire opened this issue Jun 14, 2021 · 1 comment

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@fire
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fire commented Jun 14, 2021

Describe the project you are working on

Games that wants to use SVG as game art.

Describe the problem or limitation you are having in your project

Nanosvg isn't maintained. Nanosvg crashes and is not as robust.

Describe the feature / enhancement and how it helps to overcome the problem or limitation

To import SVGs use Lunasvg instead of nanosvg.

Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams

Add Lunasvg as a Godot Engine module.

We need to modify the SVG with an XML parser to make light theme or dark theme changes.

https://github.com/fire/godot/tree/lunasvg

Links:

If this enhancement will not be used often, can it be worked around with a few lines of script?

SVG rendering is not easy.

Is there a reason why this should be core and not an add-on in the asset library?

SVG is needed for editor icons too and that is before addons are initialized

@Calinou Calinou changed the title Use Lunasvg for importing SVGs Use LunaSVG instead of NanoSVG for importing SVGs Jun 14, 2021
@fire fire mentioned this issue Jun 14, 2021
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@fire fire closed this as completed Jun 23, 2021
@fire fire added the archived label Jun 23, 2021
@aaronfranke aaronfranke closed this as not planned Won't fix, can't repro, duplicate, stale Sep 18, 2022
@Calinou
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Calinou commented Sep 18, 2022

For future reference, the idea of using LunaSVG was dropped in favor of ThorVG which is more actively maintained (and backed by Samsung as part of Tizen): #2912

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