vector_graphics
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Tessellating paths is showing good results. We should extend this to strokes as well as fills.
Masks should be optimized away. Today they have to be implemented with a saveLayer/RT switch, which is especially sad. Consider this SVG: ```svg ``` It is trivially expressed as a...
This may require moving to a flutter org repo. I'd like to use an existing SVG test suite to ensure we're rendering correctly, especially as we work on new optimizations...
Context: https://github.com/dnfield/vector_graphics/pull/71/files/f6ebe3b00725a95710a345e9e0642fd2911e69ce#diff-6aefb41d5a9139706f33aa4ae6d68a7ed1c69f1ec5ae78f16dbb1f1cc2bee325 The idea is that since some filter types may be expensive, it could be beneficial to performance to instead rasterize them instead of using Paint on the drawImage...
We should be able to pre-process clips such that we do not require any clipping at runtime. For example, use path intersection logic to produce a path or set of...
We should be able to eliminate overdraw. This will also require that we pre-calculate blends especially for overlapping transparent shapes. This will mean we can eliminate saveLayers related to group/overlapping...
Fixes #238 I'm happy to modify this if there is a better approach!
../../../../../../.pub-cache/hosted/pub.dev/vector_graphics_compiler-1.1.11+1/lib/src/svg/_tessellator_ffi.dart:6:1: Error: 'dart:ffi' can't be imported when compiling to Wasm. import 'dart:ffi' as ffi;