Replaced ceil and direct casts with nearbyint to improve
viewport size calculation. This ensures consistent
approach with the fastTrack case in sw_engine.
@Issue: https://github.com/thorvg/thorvg/issues/3148
Changed the unit of the segment from a normalized value to frame numbers,
ensuring alignment with other frame control interfaces.
Note that This change may break backward compatibility.
issue: https://github.com/thorvg/thorvg/issues/3116
Applied the compromised approach for the gaussian blur
since the effect is a bit burdensome for cpu processing
as animatable effects.
- Optimized performance and quality with negligible observable differences.
- Disabled the border option until specific use cases are identified.
RenderMethod effects methods would have changes:
+ update() //update the effects if any
- prepare() -> region() //update the effect drawing region
- effect() -> render() //draw the effect
Fix heap buffer overflow in texture mapping rasterizer by adding proper
bounds checking for texture coordinates. This prevents accessing memory
outside of the allocated image buffer during texture sampling and
interpolation.
Co-Authored-By: Hermet Park <hermet@lottiefiles.com>
issue: https://github.com/thorvg/thorvg/issues/3102
Properly build the cell cover value
when a new cell value is just overlapped.
This fixes certain weird visual artifacts at a corner case.
issue: https://github.com/thorvg/thorvg/issues/2929
GlRenderTarget contains framebuffer and render target objects,
these GPU resources need to be released before reusing the structure and calling init with the new size.
Ensure they do not terminate prematurely for paths
with a step of 0 or exceptionally small values
when a valid stroke-width is present.
In my opinion, the optimal approach was to separate vertex generation
into dedicated methods: strokeRoundPoint and strokeSquarePoint.
My update supports two different stroke-cap styles.
I have also tested it with various files (JSON, SVG)
as well as a small example application similar
to the one included in the previous pull request (#3066).
issue: https://github.com/thorvg/thorvg/issues/3065
clipping with a stroke is useful for various visual effects.
TVG can support this approach as it offers better efficiency
compared to alpha masking.
If a valid stroke is defined in the clipper shape,
the renderer prioritizes clipping with the stroke over
the shape's fill.
issue: https://github.com/thorvg/thorvg/issues/3063
The Tritone effect maps the scene's shadows, midtones, and highlights
to three specific colors, allowing for more complex and artistic color grading.
Applied Tritone Formula:
if (L < 0.5) Result = (1 - 2L) * Shadow + 2L * Midtone
else Result = (1 - 2(L - 0.5)) * Midtone + (2(L - 0.5)) * Highlight
Where the L is Luminance.
issue: https://github.com/thorvg/thorvg/issues/2718
The Tint effect in ThorVG is used to modify the overall color tone of a scene.
It works by blending a specified tint color with the existing colors of the scene.
This effect is useful for color grading, mood changes, or applying thematic filters
to vector graphics and animations.
Applied the equation is:
Result = (1 - L) * Black + L * White, where the L is Luminance.
issue: https://github.com/thorvg/thorvg/issues/2718