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It looks like the core raylib library used to have LoadImageSvg but then was pulled out because the underlying library nanosvg is unsupported. It looks like you @gen2brain have https://github.com/gen2brain/svg to load svg's into golang Image structs. But its unclear to me how one would turn that back into a texture for raylib.
I'm trying to load SVG files as icons so that I can render them in the my UI. I understand that implementation of LoadImageSvg used to rasterize the SVG at a specific size and I intend to handle that but thats beside the point.
This feels like something everyone would want to do (load svg files) and it seems we have all the machinary needed to make it work in pure golang but i'm lacking the understanding of how to make the happen. Can someone here throw me a bone or can we consider adding this back to the library so its more turnkey?
The text was updated successfully, but these errors were encountered:
It looks like the core raylib library used to have
LoadImageSvg
but then was pulled out because the underlying library nanosvg is unsupported. It looks like you @gen2brain have https://github.com/gen2brain/svg to load svg's into golang Image structs. But its unclear to me how one would turn that back into a texture for raylib.I'm trying to load SVG files as icons so that I can render them in the my UI. I understand that implementation of
LoadImageSvg
used to rasterize the SVG at a specific size and I intend to handle that but thats beside the point.This feels like something everyone would want to do (load svg files) and it seems we have all the machinary needed to make it work in pure golang but i'm lacking the understanding of how to make the happen. Can someone here throw me a bone or can we consider adding this back to the library so its more turnkey?
The text was updated successfully, but these errors were encountered: