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List: kde-games-devel
Subject: Re: [Kde-games-devel] KMahjongg (almost) using SVG theme
From: "A. Sopicki" <nangkar () gmx ! info>
Date: 2006-08-22 5:39:50
Message-ID: 1156225190.9765.24.camel () r12 ! studdorf ! wh ! tu-darmstadt ! de
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> See a preliminar screenshot at
>
> http://www.tabuleiro.com/mauricio/kmahjongg_svg.png
The SVG version is much better than the old one.
> However, there is a decision to be made. Would we still support the
> older tilesets, unmodified? Supporting the backgrounds is easy, we could
> still accept any png, jpg or svg file, with the option to tile or scale
> accordingly. The screenshot above shows a SVG background, btw. Custom
> layouts will also still be supported without modification.
>
> But there are some issues supporting the older tileset files as they
> are, specially because they assume a fixed tile size. They also do not
> support resizing easily, since the code uses a fixed color for
> transparency, and as a consequence the existing tileset graphics do not
> use antialias. We can of course compose first and then scale. Tiles will
> look crappy, however. The code that generates shadows is very good, but
> it is not very flexible, so it is difficult to adapt it to use tiles
> with round corners for example, or for tiles of different proportions.
>
If a compatibility mode is not an option because of complexity I would
vote for SVG only. KDE4 will bring some major changes so I think it's ok
to break backwards compatibility for KMahjongg. If someone needs his
very special tileset he can still use the old version of KMahjongg.
Greetz,
Alex
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