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  1. #1
    Master BIRBANTE's Avatar
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    Quote Originally Posted by Andrey Form View Post
    I did 69 and 78, everything works in nextGen,
    Where are the speedcam.zip files with these icons?
    I (unfortunately) edit all your speedcam.zip because your icons have become default in Pongo Skins, but the "normal" icon size is 60x60.

    Every time I have to prove what I say so I enlarged one icon to 69x69 and one to 78x78....... well, this is the result:

    Spoiler: screen
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  3. #2
    Master Alain57's Avatar
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    Good morning,

    Small precision for the Nextgen/Luna versions:
    The dimensions of your "svg" file do not matter, because these dimensions are defined in the "codes" of the navigation software, or of the "skin".
    For example, if your file is 500x500 and the "window" reserved for it is determined in the "60x60 codes", then your 500x500 svg file will be automatically resized to 60x60!

    Of course, it is preferable to respect the dimensions provided by the various original files .......

  4. #3
    Super Moderator SVG developments
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    Quote Originally Posted by Alain57 View Post
    Of course, it is preferable to respect the dimensions provided by the various original files .......
    Of course, 100 is closer to 60 for reducing and reading by the program, and if the files are close to the original sizes, then the program will spend less time resizing the image. The question is different, I suspect that the time to reduce the picture is almost negligible. Therefore, I think the canvas size is not important, but the file size is important.
    Last edited by Andrey Form; 7th August 2023 at 02:18 PM.
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    Quote Originally Posted by Andrey Form View Post
    Of course, 100 is closer to 60 for reducing and reading by the program, and if the files are close to the original sizes, then the program will spend less time resizing the image. The question is different, I suspect that the time to reduce the picture is almost negligible.
    I'm a bit confused over this discussion. Isn't SVG the acronym of "Scalable Vector Graphic"? This by design has no "resolution". As the name suggests, it contains vectors not pixels and it is scalable by definition. It may have a scaling factor as a hint how big it is meant to be when rendered to the physical world. This is usually some sort of "mm" not "pixel". Coordinate points are floating-pont, not integer. It is a matter of moving the decimal point when an image is defined as 100x100 or 1x1. The graphic is essentially the same with no loss of "resolution".

    How these vectors are translated into pixels is determined by the rendering software that has knowledge about the physical resolution of the output device - in case the dimensions of "mm" should be matched at all.

    If rendered on a laser printer, it might turn out as 1200 DPI or more giving a lot more pixels (and sharpness) per mm dimension than the same image rendered on an old TFT screen of 640x480 pixels.

    Any software rendering VECTOR graphics into a pre defined layout space should chose to fit the image coordinates within the available space, so that no coordinate falls outside = proportional. Scaling = multiplying each coordinate with a fixed value to match image "dimension" to the actual screen space on the device. Failing to fit any SVG into a defined "icon space", I would consider as software bug.

    Depending on the programmer this can be done just once and then cache the pixel map suitable for the current display, or it may be rendered on the fly, if the processor is capable enough. That's the idea of creating an SVG. You do the work just once in all detail and leave it to the rendering engine to make best use of it. Low resolution devices certainly will miss details over high resolution ones, so a good design does not depend on tiny details like tiny text that might get scaled down to just unreadable mud.

    What might make a difference is how many decimals are in the file for each vector coordinate as it does affect file size and load time. With four significant digits, any "icon" should render perfectly sharp on any current or future PND display in any size.

    Said that, it IS possible that an SVG can contain rasterized content, like a photo, which cannot otherwise be expressed with good results by vectors, polygons and filled shapes. But this not how SVG is thought to be used.
    Last edited by Magnetron; 9th August 2023 at 01:39 AM. Reason: approved post

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    Master Alain57's Avatar
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    I agree with you.
    It is preferable to use a file drawn in vector, rather than using "png" files which have been vectorized (like the bus above) whose weight will be multiplied by 2, 3, 4 or even more !

    But each one does as he wants or as he can .........

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    Thank you for all your comments.
    I've been reading a lot about this, there was even a topic here on gpspower where there was a video teaching how to make the first SVG from speedcam to nextgen, however the author or youtube deleted the video.

    @Andrey Form
    I have been reading @LouBouha tutorials, in fact it is on them that I have based myself to learn, in fact it is to thank @LouBouha, because his tutorials are essential for those who start in SVG, maybe not the best method, but to learn they are interesting.
    Your illustrator codes have given me interesting information, thank you.

    @Birbante
    I have been reading your posts and have them saved, for example these:
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    With all due respect, because I know you understand the subject and I understand that it is not necessary to use two types of illustrator, read this comment by batiskaf:
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    Thanks for your post, especially the info about the resolutions, it gave me new ideas to make my first SVG inventions.

    @Alain57
    Hi, any user who participates in gpspower knows that you know a lot about SVG too, I have been watching your works.
    However, @Andrey Form understood what I meant and builds on that:
    Quote Originally Posted by Andrey Form View Post
    Hi,
    ... 1 way, converting bitmap images to vector format (svg), this method is the fastest, but the files are large...
    I know there is a table in illustrator to lock the size (enlargement) of an SVG for web pages, so I thought there was something similar for iGO NG, with your very useful information, after all it is iGO that manages the size. With your replies I now have enough information to create my first SVGs.

    Quote Originally Posted by Alain57 View Post
    ...Of course, it is preferable to respect the dimensions provided by the various original files .......
    Tank you.
    wtwaqAh
    •●» If you find any dead links on my posts please PM me & I'll try to fix/reload «●•

  8. #7
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    Not certainly in that way
    60
    Spoiler: 60
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    69
    Spoiler: 69
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    78
    Spoiler: 78
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    Master BIRBANTE's Avatar
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    Don't cheat, in Nextgen (Israel) with Pongo Skin those deformations appear in both Speedcam Test and Alert Type screens.

    Alain, or someone else who is familiar with svgs, please do these simple tests, with Nextgen and not with Luna.

  10. #9
    Master Alain57's Avatar
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    @ BIRBANTE

    There is no need to perform any tests. What you are saying is correct....
    If your window is for example 100x100 and the image you install in this window is 60x60, then it is quite logical that when displayed your image will be smaller than if it was 100x100....

  11. #10
    Master BIRBANTE's Avatar
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    It's not exactly like you say, thank goodness "scripta manent" but being a moderator he can always correct everything.....

    I wrote:

    In speedcam.zip files the images of the menus, "speedwarn_normal" must strictly be 60x60.
    and he replied:

    I did 69 and 78, everything works in nextGen,
    so I demonstrated that if you make the svg icons larger than 60x60 only what is inside the 60x60 appears, the rest does not appear.

    Go ahead and turn the facts and prove me wrong......

 

 

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