07:06:28 RRSAgent has joined #svg 07:06:28 logging to http://www.w3.org/2014/04/09-svg-irc 07:06:30 RRSAgent, make logs public 07:06:30 Zakim has joined #svg 07:06:32 Zakim, this will be GA_SVGWG 07:06:32 I do not see a conference matching that name scheduled within the next hour, trackbot 07:06:33 Meeting: SVG Working Group Teleconference 07:06:33 Date: 09 April 2014 07:06:38 Chair: Cameron 07:06:52 Agenda: https://www.w3.org/Graphics/SVG/WG/wiki/F2F/Leipzig_2014/Agenda 07:10:30 Scribe: Cameron 07:10:32 ScribeNick: heycam 07:10:38 Topic: Automated filter regions 07:10:55 https://www.w3.org/Graphics/fx/wiki/Filter_effects#Automated_Filter_Region_calculation 07:11:05 krit: I'm currently working on automated filter region calculation code 07:11:11 ... I know blink did some work on that 07:11:19 ... to minimize the effected area as much as possible 07:11:33 ... I'd be happy if there would be some contributions on how this should work 07:11:52 ... the main problem is if you do not have limits at the beginning, and you use primitives like feTurbulence, that don't have bounds 07:11:56 ... or lighting effects 07:12:01 ... this could affect the whole canvas 07:12:04 ... which isn't necessarily what you want 07:12:11 ... currently we have the 10% bounds around the objectBoundingBox 07:12:16 ... getting rid of that for gaussian blur would be good 07:12:25 ... you can calculate the boundaries automatically 07:12:31 ... for displacement map, turbulence, etc., there's no bounds 07:12:34 ... what should we do for them 07:12:59 ... should we clip to the viewport -- possible, but a lot bigger than you need -- or take the old 10% filter margins? 07:13:24 heycam: did roc suggest getting rid of those attributes altogether? 07:13:34 krit: no, but he said if you don't specify them then the bounds should be calculated automatically 07:13:49 Tav: you can calculate the maximum displacement 07:13:53 krit: it could still be huge though 07:14:03 ... and for turbulence, there's no hint about how big it should be 07:14:12 Tav: it's only useful to have turbulence as input for something else 07:14:17 ... so you have to work backwards to work it out 07:14:27 heycam: you must be able to work it out 07:16:08 Tav: the filter is applied to the object. you have the object size. 07:16:15 krit: feTurbulence is not limited to the object size 07:16:43 cabanier: what about keeping the current behaviour but special casing blur, color matrix, etc.? 07:19:24 heycam: what about finding the maximum rectangle based only on the primitives that you can work it out for 07:19:42 ... and then use the union of those rectangles for the remaining ones like turbulence 07:20:02 Tav has joined #svg 07:21:38 krit: the 10% fallback might be easier, since implementations already handle that, but it's not good for authors 07:23:53 heycam: what is more useful for authors if they use only an infinite extent filter primitive? 07:24:00 ... I don't like the 10% 07:24:45 stakagi has joined #svg 07:25:01 krit: who prefers viewport and who prefers the 10% limit? 07:25:07 pdr: viewport, though that will be slower 07:25:19 Tav: if you have a flood fill, that will now go everywhere 07:25:23 ... could break content 07:25:35 krit: you can always specify x/y/width/height if you need to 07:25:41 ed: leaning towards 10% margin 07:26:10 pdr: how does CoreImage handle this? or other native APIs? 07:26:14 krit: don't know how CoreImage does it 07:26:19 cabanier: you have to set it up yourself right? 07:26:28 krit: you give the images as input, so you don't run into the infinite extent issue 07:26:39 cabanier: doesn't IE have all of these optimizations? 07:27:32 Tav: how does turbulence work, does the pattern shift? 07:27:35 krit: I think it would 07:29:39 davve: are users complaining about this? 07:29:49 krit: new users don't understand these 10% margins at all 07:29:57 ed: it's usually people using gaussian blur 07:30:56 heycam: would content break if we just said turbulence defaults to 0,0,100%,100% unless attributes are given on the primitive? 07:30:59 krit: I think it would 07:32:32 ... should we defer this decision, or can we come to a conclusion? 07:32:42 ... I'd be fine with using 10% margin for now, but at least for things that are unbounded 07:32:46 ... and try to be smart for other cases 07:33:06 Tav: if there is a primitive you cannot figure out, you use the 10% 07:34:37 heycam: are you able to write down in the spec exactly when we have to use the 10% then? 07:34:38 krit: yes 07:35:19 ... a lot of authoring tools in the past set the filter region to the whole viewport 07:35:24 ed: if you don't optimize it's going to be super slow 07:36:04 ... I know I saw some diagram with lots of little cloud shapes, and each had a filter applied 07:36:10 ... it was very slow 07:36:20 Tav: there is badly authored content out there 07:36:40 heycam: I think Omnifgraffle at one point was outputting large filter regions 07:40:07 RESOLUTION: For filter primitives that are unbounded, and the size cannot be computed automatically, the default filter region will be -10%,-10%,120%,120% 07:40:26 krit: next is the lighting filters 07:40:41 ... in Blink/WebKit, they are treated as infinite extent 07:40:43 ... but not in Gecko 07:42:34 [dirk shows an example] 07:43:19 SVGFEPointLightElement-svgdom-y-prop.html 07:43:28 ... in Firefox the output of the lighting primitive is limited to exactly the size of the input 07:43:41 Tav: I think that's wrong, and Blink/WebKit are right 07:44:09 Zakim, remind me in 8 hours to go home 07:44:09 ok, heycam 07:46:10 https://webkit.googlesource.com/WebKit/+/master/LayoutTests/svg/dynamic-updates/script-tests/SVGFEPointLightElement-dom-y-attr.js is what it generates 07:46:35 http://trac.webkit.org/export/167007/trunk/LayoutTests/svg/dynamic-updates/SVGFEPointLightElement-svgdom-y-prop.html 07:49:17 z="30"> 07:51:02 heycam: I think it is just a bug in firefox 07:51:14 krit: and IE11 matches Blink etc. 07:51:17 ... so I will leave the spec as is 08:00:10 Topic: animation of filter effects 08:00:19 krit: Brian wrote a good summary 08:00:24 ... we got one reply 08:00:27 birtles: we talked about it a bit further in Web Animations 08:01:28 some discussion here: http://lists.w3.org/Archives/Public/public-fx/2014JanMar/0118.html 08:01:58 original discussion here: http://lists.w3.org/Archives/Public/public-fx/2014JanMar/0063.html 08:02:15 stakagi_ has joined #svg 08:03:10 ... I'll summarise 08:03:16 ... there's different ways of adding things together 08:03:46 ... if you have two animations which are targetting the same element, and they're independent animations, and they're both applying a filter to the element, then visual result you expect is equivalent to building up a list 08:03:51 ... suppose they're both applying a blur of radius 2 08:03:56 ... the equivalent visual result is blur(2)blur(2) 08:04:00 ... so you append onto the list 08:04:09 ... but for SVG there's also cumulative animation 08:04:15 ... where the same animation builds on its own result 08:04:23 ... that should give you a different result after 2 iterations, blur(4) 08:04:29 ... this comes up with transforms as well 08:04:34 ... if you have skew(22) 08:04:40 ... if you accumulate that three times, you should get skew(66) 08:04:52 ... after three iterations 08:05:26 ... but if you have three indepedent animations with skew(22) and they're additive, you use post-multiplication to get skew(22)skew(22)skew(22) 08:05:31 ... so that's two different kinds of "addition" 08:05:40 ... that's something we've realised in Web Animations, we know two different ways to add 08:05:49 ... for most things they're identical, say for lengths 08:05:53 ... but for some types they're different 08:05:58 ... for filters that's an example where they're different 08:06:12 heycam: is it just when you have lists? 08:06:14 birtles: doesn't have to be 08:06:22 ... for transform lists you don't have to build up the list, you can use post-multiplication 08:06:26 ... the effect is the same there 08:06:40 heycam: do you have an exhaustive list? 08:06:46 birtles: so far it's just filters and transforms where this has come up 08:07:06 ... another reason it's important to make the distinction, with cumulative animation, the list gets longer each time you repeat 08:07:29 ... so it's advantageous to define the operation differently for filter lists 08:07:42 ... it's basically a component-wise addition rather than an independent combination 08:07:55 ... so we've defined this already in Web Animations 08:08:20 birtles: for any data type we define how to interpolate, how to compute distance, how to add, and how to accumulate 08:09:12 ... you don't have to define all of these operations 08:09:21 ... the definitions say if there's no cumulate addition operation for this type, use normal addition 08:09:31 ... if that's not defined, it uses "non-additive" addition, i.e. just use the RHS 08:09:38 krit: this relies on Web Animations defining the types 08:10:14 ... for filter effects, I don't want to have infinite lists 08:10:20 birtles: for filters we need to define how accumulation works 08:10:33 ... and I think we need to define that in terms of matching up filter primitives, starting from the rhs, and adding the component values 08:11:11 krit: another problem is that a lot of the values that pass are not linear 08:11:14 ... greyscale for example 08:11:21 ... and just adding these numbers would give a non-linear behaviour 08:11:26 ... for some of the filter functions it's not even computable 08:11:37 ChrisL: can the distance metric not linearise it? 08:12:39 birtles: it's up to the spec to define how to combine the numbers for the cumulative addition 08:12:52 krit: for some primitives I just don't know how to combine the numbers 08:13:03 Tav: if you apply a gaussian blur twice to something, it's not the same as doubling it 08:13:08 birtles: it's up to you to think for each one 08:13:19 ... if you were to make this animation, and run it twice and build on the result, what's the expected result of that 08:13:26 ... define the operation in those terms 08:13:38 ... it's up to the spec author who introduces a new animatable type 08:13:54 krit: I'd rather not allow the addition then 08:13:57 birtles: I think we should work it out 08:14:04 ... I think it's useful to have additive animations 08:14:18 ... as long as you're defining that additive animation, you should define the cumulative one as well, so you don't get longer lists 08:14:26 krit: additive is one part 08:14:34 ... if you have two blurs you add the two numbers 08:14:40 birtles: if they're independent animations you do append to the list 08:14:46 ... you don't have the problem of the list building forever 08:14:55 krit: I think that's what I specify at the moment 08:15:01 ... assume that all of the primitives are linear 08:15:13 ... not sure how to figure it out 08:15:21 birtles: might work just to add for blur 08:15:40 birtles: if you're animating a blur from 0 to 2, and then you say run it again and build on your result, going 2-4 is what you're asking for 08:16:00 krit: I think that's what we do right now. if you animate stdDeviation on the SVG filter, you have linear accumulation 08:16:09 ... therefore that's what you do at the moment with SMIL animations 08:16:18 ... so for blur and drop-shadow maybe you can do the same 08:16:25 ... so what about distance, for paced animations? 08:16:33 birtles: there are a bunch of definitions for different data types 08:16:48 ... if there's no meaningful sense of distance for a datatype, don't define it 08:16:58 krit: I don't think distance makes sense for filters 08:17:37 birtles: in the short term we can say there is no distance function for filters 08:21:31 -- break -- 08:26:36 shepazu has joined #svg 08:37:55 stakagi has joined #svg 08:40:45 nikos has joined #svg 08:41:43 https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Advanced_Gradients 08:42:14 Topic: Advanced gradients beyond SVG 2 08:43:00 ChrisL has joined #svg 08:43:13 nikos: I wanted to have a high level discussion on the possibility of extending the advanced gradients in SVG after SVG 2 08:43:26 ... it might seem premature to talk about that now, but the reason I bring it up is that Canon is willing to put some time towards this 08:43:35 ... and we want to get feedback from the group if they're interested in in the future 08:43:39 ... if it's a good way to spend our time 08:43:57 ... we think there are two ways to extend the advanced gradients 08:44:05 ... one is diffusion curves, which is something we're particularly interested in 08:44:12 ... we gave a talk at SIGGRAPH last year about our research 08:44:21 ... and I talked last year at Graphical Web about them in SVG 08:44:34 ... the other thing is a stepping stone, or maybe complementary, is to extend the mesh gradients 08:44:39 ... SVG 2 has the coons patch gradients 08:44:51 ... but there are some issues with those, and there are some other representations we might want to look at 08:44:59 https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Advanced_Gradients 08:45:07 ... to start with diffusion curves, there are some examples on the wiki page 08:45:25 ... I'm assuming everyone knows how they work 08:46:59 birtles: is the same as edge blends? 08:47:06 nikos: not totally sure 08:49:06 ChrisL: so diffusion curves, the curves are a boundary, and I was talking with some font designers getting interesting in coloured fonts 08:49:15 ... they wanted the center curve of the shape to be what constrained the gradient 08:49:24 nikos: see the tube example on the wiki page 08:49:54 ... see also the biharmonic model. both the inria people and we have a colour on the left and on the right, and you can also control the gradient along each curve 08:49:59 ... that lets you get a smooth profile through the curve 08:50:11 ... then you can conceptually assign one colour to the curve, and get a smooth gradient through the center 08:50:12 https://gist.github.com/mbostock/4163057 08:50:41 nikos: is that a linear gradient along the path? 08:50:42 ChrisL: ye 08:50:45 s/ye/yes/ 08:51:07 nikos: if you were to do that with diffusion curves, you would have the outside paths, and assign green at the control points at one end and red to the points at the other end 08:51:51 ChrisL: I was talking to John Hudson and said font designers were worried that linear and radial gradients weren't sufficient 08:52:48 nikos: diffusion curves and gradient meshes make the same sort of images 08:52:55 ... smooth transitions, and discontinuities 08:53:05 s/and said/and he said/ 08:53:14 ... the benefit of diffusion curves, and I think it fits well with SVG, is that it's a more compact representation 08:53:24 ... the initial motivation was to mimic what artists draw 08:53:30 ... outlines first, then fill between them with colours 08:53:52 ... and it also lends itself well to animation 08:55:07 nikos: inria have contacted me, and they're interested in collaborating on diffusion curves for SVG or some other kind of mesh for SVG 08:55:16 ... they'll be releasing a library soon that implements their method 08:55:20 ... so will be interesting to see performance of that 08:55:41 ChrisL: the coons patches have the property of smoothness within a patch, and no continuity between patches 08:55:55 ... is there a way to have a type of patch that you can specify a type of continuity between catches? 08:56:31 nikos: there are a few mesh formats that satisfy that 08:56:46 ... inria's solver generates a triangle mesh that does have those properties, since it follows that biharmonic model with smooth transitions across boundaries 08:57:13 ... illustrator's representation they show to the author have those properties, but they subdivide when exporting to patches 08:57:38 Tav: if you look at an output from Illustrator, you can see the lines 08:57:47 ChrisL: seems like an easier way than subdividing and bulking up the content 08:57:55 ChrisL: just have formulation of the patches that have the property you want 08:58:05 nikos: that's something the inria guys wanted to see in SVG 08:58:20 ... it's more general, better for vectorisation of images too 08:58:25 ... I think that could complement diffusion curves 08:58:39 ... diffusion curves for simpler gradients, and meshes for great big areas 08:58:50 ... I think we'd be interested in following both paths 08:58:56 ChrisL: I like the suggestion to rename the mesh gradient 08:59:01 ... either rename it, or put an optional type on it 08:59:14 ... since they'd have different content models etc. 08:59:57 Tav: I've thought about autosmoothing patches 09:00:09 ChrisL: not talking about hacking it in to the existing one, but adding a different type of patch that does have continuity 09:00:22 Tav: we know how illustrator does this, so we could just add that 09:00:36 ... one good thing about coons patch meshes is that PDF, postscript, etc. already support them 09:00:55 ChrisL: to some extent, it ties us to that one type since we've called it "meshGradient" 09:01:30 nikos: I don't see a strong case for having an attribute that specifies the type, rather than having a different element 09:01:39 ChrisL: if we end up with multiple elements, and they take the same list of attributes, that's not a problem 09:01:49 ... if we have one thing with type="", but that determines which attributes you use, that's messy 09:02:04 heycam: I agree 09:02:32 Tav: if we decide to have this smoothing, that's no longer a coon's mesh gradient 09:02:40 ... so the suggestion to rename it to coonsMesh might not be appropriate 09:02:58 nikos: I think you would keep the coon's mesh as is, and if you had a different type you'd name it smoothMesh or whatever 09:03:08 Tav: I think you can add smoothing to coons patch 09:03:13 ChrisL: what's it called in PDF? 09:03:16 nikos: "gradient mesh" 09:03:42 ... that's what it's called in illustrator 09:03:50 ... in PDF there's coons patch, and tensor-product patch 09:03:59 ... that doesn't give you full continuity 09:04:12 ... what's recognised as "gradient meshes" is the full continuity 09:04:24 ChrisL: we did look earlier at tri-mesh and we abandonded that 09:04:49 ... I suggested using Phong shading, since we already have that in filters 09:04:57 Tav: triangle meshes aren't easy to use for the artist 09:05:09 ChrisL: I had proposed using a scatter field of dots, and delauny triangulation 09:07:25 nikos: if the structure is not going to change, it's appropriate to call it "coons patch mesh gradient" 09:07:29 ... it's still based on an array of coons patche 09:07:31 s/patche/patches/ 09:08:35 nikos: I think it's safe to give the current SVG 2 representation a more specific name 09:08:39 Tav: not sure "coons" is the right name though 09:08:50 ... doesn't that describe how you fill it to? 09:08:52 nikos: no 09:09:07 ... the interpolation of the colours is what makes it a mesh gradient, but a coons patch mesh doesn't have to be filled in a particular way 09:09:49 ... you could change some parameters of the blending, and it would still be accurate to call it an array of coons patch 09:09:55 ... so calling it a coons patch mesh gradient would still be accurate 09:10:05 ... the issue is that it might not exactly match what's in PDF for example 09:10:09 ChrisL: a subset of it would 09:10:23 heycam: "coons patch mesh gradient" is quite long as a name 09:11:30 ChrisL: cmesh? cpmesh? 09:19:11 heycam: I don't really like coonsMeshGradient but I can live with it 09:19:19 ... feel like there might be a better name but can't think of one 09:22:45 09:23:08 ... might be ok to drop "Gradient" from the name, since it gets rendered directly (and also can be used as a paint) 09:23:49 ... I like coonsPatchMesh more than coonsMeshGradient 09:24:50 ... ? 09:24:56 Tav: we should add tensor products I think 09:24:59 ... it's not any harder 09:25:15 ... when you render the mesh, it's no hard to handle the tensor products 09:27:12 heycam: what about calling it patchGradient, and then the child elements indicate what kinds of patches are being used? 09:36:45 ... what about: 09:36:56 ... and the can be used for both regular coons patches and tensor-product patches, if we add that 09:37:09 ... any other non-coons patches we might add later would have a name different from 09:37:46 RESOLUTION: We will rename to . 09:38:09 ChrisL: you were also concerned about working on this in parallel, and working in a community group 09:38:15 ... would allow the inria guys to contribute 09:38:23 ... another possibility is a taskforce 09:38:48 nikos: community groups you have to keep things on track, and keep people contributing 09:38:53 ChrisL: seems like a reasonable way forward 09:40:38 heycam: I don't have a good sense of how difficult this would be to implement 09:40:55 nikos: we would hope to implement it in webkit, and probably provide a reference implementation / library 09:41:14 nikos: could demo stuff ~ at the end of the year 09:41:31 ChrisL: the group is not going to say definitely no at this stage, and not definitely yes 09:41:36 ... needs to be demonstrated and looked at 09:41:55 ... so it's not a total waste of time 09:42:11 ... I think with the existing stuff, people will want to get rid of the lines 09:43:43 ... concern with the gradient meshes was that you need this solver to calculate the pixel values which people would be scared about speed 09:43:53 Tav: inkscape's rendering of mesh gradients is fast 09:43:58 cabanier: it's also easily GPU implemented 09:44:48 heycam: acceptable to say to put in some more effort so we can make a better judgement with more data? 09:44:51 nikos: yes I think so 09:44:58 ChrisL: having regular updates from the CG would be good too 09:47:11 http://patate.gforge.inria.fr/html/ 09:50:36 RESOLUTION: SVG WG is happy for CG to be formed to begin looking into diffusion curves. 09:51:22 scribenick: nikos 09:51:35 Topic: Telcon time 09:51:55 heycam: all the daylight savings changes have been made now 09:52:01 ... it would be good to make a time that Chris can call in 09:52:19 ChrisL: I'm available 6am to 8 or 9 pm 09:52:28 ... 9pm finish 09:52:50 Tav: i have trouble before 9am 09:54:02 http://www.timeanddate.com/worldclock/meetingtime.html?iso=20140409&p1=37&p2=152&p3=248&p4=224&p5=179 09:54:30 krit: Need to consider Rich as well 09:54:37 ... he's something like 2 hours after Seattle 09:55:24 http://www.timeanddate.com/worldclock/meetingtime.html?iso=20140409&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 09:58:38 heycam: 6am Europe seems like a good spread 09:59:02 ... midnight in New York, 11pm in Austin 10:01:04 heycam: times that are possible but not present - 4pm paris, midnight Melbourne, 7am SFO 10:01:25 http://www.timeanddate.com/worldclock/meetingdetails.html?year=2014&month=4&day=9&hour=14&min=0&sec=0&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 10:01:39 Ignore the selected day, just look at the time 10:03:23 http://www.timeanddate.com/worldclock/meetingdetails.html?year=2014&month=4&day=9&hour=13&min=0&sec=0&p1=37&p2=152&p3=248&p4=224&p5=24&p6=179 10:07:24 RESOLUTION: new telcon is 3PM Thursday Euro time 10:38:17 nikos has joined #svg 10:52:21 nikos_ has joined #svg 11:07:01 Topic: Variable-width stroke 11:07:26 Topic: 'vector-effect' non-scaling features update 11:07:32 https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/vector_effects_extension 11:07:52 stakagi: I had an action about non scaling object 11:08:14 action-3578? 11:08:14 action-3578 -- Satoru Takagi to Add the new transform(ref) functionality to svg 2 -- due 2014-02-07 -- OPEN 11:08:14 http://www.w3.org/Graphics/SVG/WG/track/actions/3578 11:08:32 ... I prepared this wiki page 11:08:48 ... it was also pointed out that the variation of the effect should be prepared 11:09:01 stakagi: At the Seattle F2F we decided that we should approach non-scaling effects not using transformRef but with vector-effect 11:09:06 ... such as non scaling size and fixed position or non rotating objects, etc 11:09:32 ... this wiki page shows an enhanced proposal for vector effects 11:10:00 ... one effect is non scaling size, another is non rotating, and last is fixed position 11:10:26 ... additional parameters is viewport, screen, device, number 11:10:40 ... I prepared a web application that emulates this 11:10:43 http://svg2.mbsrv.net/devinfo/devstd/non-scaling-objects-2/VectorEffectTest.html 11:12:33 stakagi: The demo is using the equivalent of the viewport keyword. The other options such as screen and so on are not part of the demo 11:12:45 ... each effect is also described as a formula 11:12:55 ... a transformation formula - see section 1.3 11:13:04 https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/vector_effects_extension#Transformation_Formula 11:13:22 stakagi: my question is may I add this to the SVG 2 specification? 11:13:33 ChrisL: I've had a look and it seems generally good to me 11:13:48 ... I had one comment that non scaling by itself was a little odd. Suggested non-scaling-size 11:14:00 ... I've had a play with the app and it seems self explanatory 11:14:32 ... in general this seems to be the sort of stuff that the action covered 11:14:58 ... can't remember the url 11:15:41 ... is it like in svg 1.2 we had ref where you could transform relative to another element? 11:15:54 stakagi: yes, but bits in grey I may remove 11:16:08 heycam: what's the difference between screen and viewport? 11:17:25 birtles: I don't quite understand, but in the formula it's all split out 11:17:41 ... we have get screen ctm in SVG already and that's what screen refers to 11:17:44 ... viewport is a subset of that 11:18:17 ChrisL: viewport only goes one level up so if you have nested viewports... 11:18:49 birtles: if you have nested viewports, then viewport will give you the closest 11:18:54 ... while screen always gives the outermost 11:19:09 ... the third keyword device includes the transformations applied by the browser chrome and so on 11:19:13 ... such as pinch zoom 11:19:19 ... and device pixel ratio 11:19:41 ChrisL: it would be useful to put that in the explanation 11:19:52 ed: the equations have a division by the square root of the determinant of the ctm 11:19:59 ... is it specified what happens when that is zero? 11:20:18 stakagi: when that happens nothing should be displayed 11:20:24 ed: does that need to be stated somwhere? 11:20:33 stakagi: I haven't written the spec text yet 11:21:37 heycam: what was number? 11:21:41 ... goes this number of viewports up? 11:21:46 ChrisL: yes 11:22:27 .. we worked out the common cases were going one level up or all so there's keywords for that 11:22:45 heycam: don't know if there's features that let you reference things in the hierarchy 11:22:54 ChrisL: you mean by counting? 11:22:56 heycam: or by name 11:23:03 ChrisL: we have lots of things where you point to an id 11:23:13 ... sometimes we restrict but in general terms its a uri 11:23:24 heycam: but they're generally things that are downwards 11:24:31 ChrisL: this is basically what we had before with the ref where you might want to reference other svgs and have them pan together for example 11:25:39 ChrisL: what we've done in the past is to use a uri reference for pointing to things in the same or in other documents 11:25:48 ... and restrict to the same document if needed 11:26:30 heycam: if your containing document is a few levels up, where script would be restricted from accessing it, is it ok to get the ctm? 11:26:39 ChrisL: I was imagining it would always be on the same domain 11:27:36 reasonable to allow cross document but not cross domain. same restriction as with script 11:27:52 birtles: wonder how much number will be used 11:27:57 ChrisL: suspect it will be used the least 11:28:05 stakagi: I'm not fussed either way 11:28:39 heycam: is the use case of having the document you stop at being somewhere in the middle of the chain an important one? 11:28:47 stakagi: seems like it would be useful for tiles of maps, but it's hard to know 11:29:46 [Chris gives a use case example of a map where the size of symbols is fixed] 11:30:00 ChrisL: in some ways it's easier to track with an id 11:30:07 heycam: think numbers might be hard for an authoring perspective 11:30:19 ... especially with an adaptive number of levels - you'd have to update the numbers 11:30:47 ... if the use case is knowing where the top level of the map is then it's similar to screen 11:30:55 ... it's near screen 11:31:04 ChrisL: you could put an id and point to it 11:31:12 ... seems like an obvious place to put an id 11:31:20 ... I do think we need to point to intermediate levels 11:31:37 ... think numbers are going to be more trouble than they're worth though 11:32:02 ... not hearing anyone arguing for numbers 11:32:17 birtles: could perhaps add it later once we understand the use case better 11:32:27 ChrisL: we're not taking away functionality, only syntax 11:32:34 ... use cases aren't affected 11:32:50 ... do people have any other issues? 11:32:57 heycam: still not convinced url is the ideal way to referene 11:33:02 ChrisL: I'd rather see url than an id ref 11:33:27 heycam: if you're in control of all these docs and you can put an identifier then you can say go to that 11:33:33 ChrisL: doesn't seem like the web architecture way to do it 11:33:37 ... you'd point to a uri 11:34:26 heycam: let's say you've designed your mapping thing and it's embedded ( which is why we need more than screen) 11:34:42 ... if you want that available in different contexts then you might need something other than url 11:35:06 ChrisL: you're right number would be useful there 11:35:26 heycam: I still don't like number though. You're not necessarily going to have the same number of steps all the time to get to where you want 11:35:44 ChrisL: so we need a way to point to somewhere higher up without knowing the name of the document that contains that 11:37:40 birtles: I don't see whats wrong with id 11:37:44 heycam: implies the same document 11:38:25 ... I think something like id is needed, but not exactly id as in the proposal 11:38:47 ... I wonder if in Thomas's use cases if he ever has other documents? 11:41:10 ... I think maybe that feature may be ok but not sure of exact way to do the referring. 11:41:13 ... could think about that later 11:41:17 ed: you mean start without it ? 11:41:38 heycam: is Takagi-san sure the feature is needed? 11:41:45 birtles: no I think he's happy for us to decide 11:41:52 heycam: if that's the case then I lean towards not adding for now 11:42:20 stakagi: I don't have a particular opinion, but in Seattle Chris and Doug proposed it 11:43:50 ChrisL: so if you do the multi pane mapping thing you have to always go to the top 11:43:56 ... so you can only have one level 11:44:16 heycam: I meant drop url and id as well as number 11:44:33 ChrisL: it's really common to do multi pane things and have them transform together 11:45:13 ... I understand you don't want to bake uri in so that components are reusable but I'd rather that than no uri at all 11:45:59 stakagi: I still want to look into the needs of the specific use cases and add what's needed after 11:46:16 ... so I think it's ok to leave off the grey parts of the syntax until after the investigation 11:46:23 ChrisL: I'd rather have it in 11:46:57 ... it's easier to define everything within the model and then remove things 11:47:33 ... if we do it in terms of pointing at elements, then we say you point at the element and there's syntactic sugar for nearest and further 11:47:55 s/further/furthest 11:48:34 heycam: Brian was wondering if we could just use id and look at each document for that id 11:48:43 heycam: but I was a bit uncomfortable with that 11:48:49 ... maybe a new attribute is needed 11:49:09 ... if it's documents and not viewport establishing elements within documents then maybe the name attribute on iframe could be used 11:49:32 birtles: can we leave this as agree on the requirement but we don't know what the addressing mechanism should be ? 11:49:34 ChrisL: yes 11:49:43 nikos has joined #svg 11:50:20 heycam: I can see the use case for identifying a top level document somewhere in the chain which is the root you want to trasform things relative to 11:50:33 ... but not sure about documents somewhere up the chain 11:51:01 s/documents/individual viewport establishing elements within documents/ 11:51:43 birtles: Takagi-san was wondering about screen ctm and whether that should include the browser chrome trasnform 11:51:52 ... spec not clear currently, wondering if anyone knows about that 11:52:07 heycam: I know there's a lot of confusion about window.devicePixelRatio and that's part of what Ted was going to investigate 11:52:36 krit: did someone check if screen ctm goes outside of svg root? 11:53:17 heycam: when an object is fixed position, what point on the object is fixed? 11:55:05 birtles: I don't quite understand but I think it's the 0,0 part of the shape 11:55:13 ... but if you put a translation on it then it's the x,y of that translation 11:55:36 ... specified under fixed position 11:55:44 ... if it has a transform on it then it uses the tx,ty 11:58:06 stakagi: I think it would be better if there were separate attributes for that but don't have any ideas on what that would look like 11:58:17 heycam: I'm having trouble getting my head around what fixed-position actually means 12:00:05 ... in the demo, if I zoom then the arrow remains centered on the magnifying glass thing 12:00:11 ... what defines that that is the origin? 12:01:01 heycam: seems like one of the main use cases for fixed-position is location markers on the map where you want the icon to get bigger on zoom but position to stay fixed 12:01:28 ... are all the combinations sensible? 12:01:49 I'm wondering if there's only a couple of combinations that you'd want to use and then there's a better name for each 12:02:50 ChrisL: with the transform attribute you can say rotate, scale, translate in any combination and these ones are basically the same choices but stopping them happening 12:03:08 ... so if we allow the transforms in any order then should also allow them all to be switched off 12:03:17 heycam: guess there will always be some combinations that don't make sense 12:03:30 ... can we use the names translate, rotate, scale? 12:03:36 ... fixed-position is pretty descriptive 12:04:16 ... compared to non-translation 12:04:55 ... so we're deciding whether takagi-san will go ahead and add these to the property? 12:04:58 ChrisL: yes 12:04:59 ed: yes 12:05:17 heycam: have a feeling these will cover Thomas's use cases as well 12:05:27 ChrisL: once there's spec text he'll be able to see more easily 12:05:41 heycam: so we have a separate keyword for non-scaling stroke 12:05:51 ... that's a bit different to others that say which bit of the transform isn't applied 12:06:20 nikos has joined #svg 12:06:32 heycam: maybe non scaling stroke should be taken out of the brackets 12:06:45 ... since it's more canned 12:06:54 ChrisL: so you can't say non-scaling-stroke and non-rotation? 12:06:55 heycam: yes 12:07:03 ed: what if you had hatching that wasn't meant to be rotated? 12:07:15 heycam: that was one of Thomas's use cases 12:08:40 Tav: there's two independent things. Positioning something and then how it's transformed 12:08:51 birtles: it's actually non scaling stroke width that non-scaling-stroke refers to 12:09:24 heycam: ok I was confused. 12:09:42 ... so we might have additional keywords like non scaling stroke to keep the pattern oriented for example 12:09:56 birtles: begs the question of whether it should be a separate property 12:09:59 Tav: makes sense 12:10:36 heycam: but we can discuss that sort of thing later 12:10:42 birtles: think it's worth splitting off now 12:11:06 ... vector-effects makes more sense when referring to the stroke but less when referring to the transform 12:14:03 ed: would prefer if names didn't have 'non' at the beginning 12:14:08 heycam: is it ok to decide the name later? 12:14:28 property name suggestions so far: transform-constraint, transform-limit, transform-lock, untransform, fixed-transform non-transform etc. 12:14:41 keyword values: fixed-scale, fixed-rotation etc. 12:14:53 heycam: 'transform-context' ? 12:15:29 ... since it specified not only the parts but also the point of reference 12:15:38 s/it specified/it specifies/ 12:15:41 heycam: we do need to decide if Takagi-san should add it 12:16:00 ChrisL: he should 12:16:01 ed: yes 12:16:08 Tav: yes 12:17:08 RESOLUTION: Takagi-san to add vector effects extension proposal to SVG 2 specification 12:17:31 ACTION: Takagi-san to add vector effects extension proposal to SVG 2 specification 12:17:31 Error finding 'Takagi-san'. You can review and register nicknames at . 12:17:47 nikos has joined #svg 12:18:06 ACTION: stakagi to add vector effects extension proposal to SVG 2 specification 12:18:06 Created ACTION-3619 - Add vector effects extension proposal to svg 2 specification [on Satoru Takagi - due 2014-04-16]. 13:14:38 nikos has joined #svg 13:16:25 scribenick#: cabanier 13:16:57 scribenick: ChrisL 13:19:20 Topic: Variable stroke width 13:19:24 https://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Variable_width_stroke#Syntax_proposal 13:19:51 birtles: some tweaks from last time 13:20:00 ... also a polyfil, not finished 13:20:02 https://rawgithub.com/birtles/curvy/master/index.html 13:20:41 birtles: syntax proposal had consensus last time but people asked for a polyfil to test algos with 13:21:11 ... does parsing and processing of values, does not draw the stroke yet 13:21:32 ... most syntax implemented 13:22:07 heycam: can you explain the syntax 13:22:23 birtles: choice of algo, and some predefined test cases 13:22:30 ... can write your own 13:22:42 ... and permalink to sendto other people 13:23:26 birtles: three properties plus a shorthand. list of widths, can do asymmetric 13:23:47 ... percentages are % of computed value of stroke width 13:24:04 ... absolute distances, issue if they should allow relative 13:24:18 birtles: drawn segments can be adressed 13:24:31 krit: all absolute? 13:24:34 birtles: yes 13:24:51 ed: order of values, is it order in path? 13:25:09 birtles: yes, parallel arrays in ascending order elsse clamped like css gradients 13:25:18 s/elsse/else 13:25:57 krit: comma separated list 13:26:10 ... are you sure, shorthand has list too 13:27:04 birtles: formal syntax not specced out yet 13:27:44 ChrisL: is it piecewise linear or what? 13:28:02 birtles: that is why there is a choice of algo in the polyfil, not decided yet 13:28:16 heycam: so you walk the path and interpolate 13:28:39 heycam: catmull-rom with warping would look good 13:29:28 birtles: only get gaps if you use the shorthand 13:29:41 zakim, go away 13:29:41 I don't understand 'go away', ChrisL 13:30:46 birtles: have only looked at sytntax parsing and calculation, not done rendering 13:31:03 birtles: negatives not allowed 13:31:24 heycam: catmull-rom can overshoot into negative 13:31:33 ChrisL: just clamp to zero if so 13:32:10 birtles: can have negative positions for strokes, probably unduly complex 13:33:20 ChrisL: need extra points at ends to get flaring 13:33:37 birtles: like stroke-offset, maybe a separate property? open issue 13:34:06 birtles: repeat is if you have less data than needed. maintain final value or repeat pattern 13:34:59 birtles: (goes through examples in proposal) 13:35:39 birtles: want to have a width at start of every segment. eg path in response to direct input with touch/pressure/tilt 13:35:50 ... align each with segment on the path 13:36:09 ... else editing is complex with two arrayts in sync 13:36:28 heycam: what if you use the longhand and no positions? 13:36:39 birtles: equally distributed 13:37:22 ChrisL: ok so you can have one width per segment but not forced to 13:37:26 birtles: yes 13:37:42 ed: how does this work with dash arrays and line caps 13:37:54 heycam: cap is as small as the point it is at 13:38:10 ... trapezoid for square caps? 13:38:19 cabanier: yes, like in Illustrator 13:38:36 heycam: so stroke warpingf is after dashing and capping 13:38:44 krit: horribly complex 13:38:59 s/ingf/ing 13:39:38 birtles: there was an action to write a polyfuil but it wasn't done so this is a start 13:40:02 ... important question is relative vs. absolute 13:40:28 Tav: how to do segments that cross? 13:40:39 ... trap off the part 13:40:50 ed: zero length segments? 13:40:51 bb 13:41:02 Tav: not a problem 13:41:23 birtles: can have two widths at same position, gives sudden drop 13:41:46 birtles: its value then position, to align with css gradients 13:42:21 birtles: to get a smooth repeat it needs to come back to first value 13:42:44 Tav: corners? 13:42:53 birtles: needs to be worked out 13:43:08 ... not clear if computational complexity makes it too slow 13:43:31 heycam: markers that have size relative to stroke width? 13:43:39 birtles: at the point where the marker is 13:43:57 ed: mitre joins can just out a long way, how to handle 13:44:01 birtles: hmmm 13:44:48 birtles: should be able to animate positions and values, perhaps not shorthand 13:45:00 heycam: expand out shorthand on each keyframe 13:45:11 heycam: so lets decide on relative vs absolute 13:45:41 Tav: prefer absolute 13:45:58 ChrisL: is it an either or, or would we want both? 13:46:08 heycam: not hard to convert from one to the other 13:46:24 birtles: relative and absolute differ if the path is extended 13:46:42 ed: like uppercase/lowercase for rel/abs in path 13:47:41 birtles: markers should be relative distances 13:48:05 heycam: another difference is that didnt have sepaate properties for positions and markers 13:48:34 ... single property letts you have multiple markers at same place though you could just repeat the position 13:48:54 ... for repeating, easier to think of relative, copy the values 13:49:48 birtles: instead of a property for repeat mode, separate property that specifies a pattern as a mode swidth 13:50:04 Tav: as you widen stroke does the pattern widen? 13:50:07 birtles: no 13:50:38 birtles: not sure how to make it line up with markers 13:51:09 birtles: implementability comments 13:51:19 Tav: implemented, popular feature 13:51:57 krit: will be a performance hit 13:52:02 cabanier: fairly simple 13:52:32 Tav: we have dash array, works fine. converts path to a fill, puts dash onit, ends up on stroke 13:52:57 heycam: like the feature 13:53:06 birtles: will continie to work on syntax 13:53:21 krit: that is detail, important thing is rendering 13:53:49 birtles: ok, work out bugs with the polyfil 13:54:01 ed: very sharp corners, linejoins etc 13:54:24 krit: need path planarization to do this 13:54:42 cabanier: just draw all path segments, amke sure turn same way, then fill 13:54:57 ... so no need for planarization 13:55:03 ... no unions 13:55:14 s/amke/make 13:55:33 heycam: width=0 widths=list, is that ok 13:55:36 birtles: yes 13:56:07 birtles: next step is to do an implemnetation 13:56:47 krit: interop needs a defined algo 13:56:57 ... kinda the same is not a goal 13:57:11 heycam: ok with seg values? 13:57:14 Tav: yes 13:57:20 krit: yes 13:57:29 ... each moveto is one segment 13:57:54 birtles: sense is to count the drawing segments 13:58:19 Tav: (draws) how to specify a gap 13:58:53 birtles: yes, 2 segments 13:59:01 TabAtkins: 2,5,3,5 13:59:16 s/TabAtkins/Tav 13:59:28 birtles: (draw) 13:59:37 Tav: so it knows to skip 14:00:17 Tav: its haow we did in inkscape, per segment basis 14:01:08 ed: generated path can vary by impls. so does not match what author intended 14:01:26 ... seg might not match due to internal normalization 14:01:42 heycam: no, its bassed on path as specced not after normalization 14:02:02 cabanier: unless you specify normalization 14:02:11 krit: and you don't want to 14:02:25 krit: result can be a path object 14:03:02 cabanier: would be cool. would need an acessor on path 14:03:26 krit: would help canvas too 14:04:29 heycam: with abs positions how can you do segment based patterns? (draws things with calc()) 14:05:25 if doing a pattern on first segment, its a mode to opt into 14:05:41 birtles: seprsate property for segment based patterns 14:06:07 birtles: not for VWS, just for markers 14:06:21 ... authoring hard with different modes 14:06:49 birtles: 2 issues in wiki 14:07:30 a) negative positions (as with css gradients) b) repeating patterns with vws, can start pattern part way through 14:07:42 ed: couldbe useful 14:07:50 cabanier: not sure how 14:08:12 birtles: set position as -10 +10 then starts half way through 14:08:51 ... or a flag for that like stroke-dash-offset 14:09:22 heycam: prefer negative offset 14:10:13 birtles: need values greater than 100% so if you can at one end should at other (negative) too 14:11:04 heycam: can you animate length ofpath ... hmm dasharray so it works, animate d attr 14:11:22 birtles: ok so issue 2 solved, do allow negative 14:11:48 birtles: stroke widths lining up per seg without repeating them 14:12:04 ... empty list is the initial 14:12:18 heycam: needs a keyword for that 14:12:42 ... for one per seg 14:13:03 ... keyword plus vale, or list of pairs 14:13:08 birtles: yes 14:13:15 s/vale/value 14:13:55 heycam: reflect value? 14:14:08 birtles: yes 14:14:15 heycam: add to spec 14:14:53 birtles: next step, finish impl to render 14:15:12 heycam: if you want linear, for sawtooth 14:15:32 Tav: inkscape has bezier or spiro as interpolators 14:16:10 ... and linear, two types of bezier 14:17:06 heycam: (worries about double plurals) 14:17:57 ChrisL: its not replacing stroke-width, it is modulasting it 14:18:06 Tav: yes, easy to sanimate width 14:18:34 krit: interesting to implement in canvas 14:18:45 birtles: prefer to see to get another path 14:19:15 krit: cost is calculation not rendering 14:21:08 ChrisL: (tangent on CR interpolator for linear gradients) 14:22:50 (people making spirographs in the air and giggling slightly) 14:23:36 heycam: squashing repetitions on a circle 14:23:48 Tav: multiple of four only 14:24:47 ... no, four thirds segments 14:25:50 birtles: do need to specify equivalent path for all basic shapes 14:25:58 (we have already) 14:26:06 ed: ooh you could do stars 14:27:04 birtles: hoping for help on the rendering part 14:27:20 heycam: have lost an example that would have helped 14:27:59 birtles: wait to solve issues before adding to spec 14:28:06 heycam: add by end of june 14:28:09 birtles: ok 14:29:05 Topic: svg integration 14:29:28 scribenick: nikos 14:30:06 heycam: SVG in OT spec needs to define or reference the referencing modes (to turn of script or other features that don't make sense) 14:30:20 ... also it has some things like UA style sheet that it defines to make contextFill and contextStroke work by default 14:30:28 ... and describes mapping of colour palette to css variables 14:30:37 ... question is - where do each of those things get defined? 14:30:40 ... in the OT spec itself? 14:30:45 ... or in one of our specs that we control? 14:31:01 ChrisL: anything that might include a list of elements or definition of list of elements I'd prefer we control 14:31:12 ... don't have a strong opinion about UA style sheets 14:31:31 heycam: one part about UA style sheet is where it forced display:none on text 14:31:51 ChrisL: if we add another element that's like text but does different things then technically it would still be allowed and that would be bad 14:32:02 ... so I don't like to see lists of our elements in other specs 14:32:11 heycam: my feeling before was that some parts should eb defined in the SVG integration spec 14:32:18 ... given it's already trying to define referencing modes 14:32:24 ... integration spec never published as a WD 14:32:35 ChrisL: it's been around for a while and not moving forward 14:32:38 ... so we need to get it published 14:32:44 heycam: I thought it would be ok to publish a FPWD 14:32:55 ... so OT spec can reference an un-dated url of the spec 14:33:00 ... so it will get updated as we make changes 14:33:11 ... and sort out details of referencing modes that might still need defining in the near future 14:33:37 ... but importantly because their spec is solidifying soon (this week or next week) then we will have reference to the TR page 14:33:48 ChrisL: if we have a short name without a date they can link and always get the latest version 14:33:56 ... much better than referring to an editors draft or a dated version 14:34:15 heycam: OT spec doesn't publish regularly so will be difficult to revise in future 14:35:04 ChrisL: we should learn lessons from the past and keep control of our stuff that's referenced 14:35:12 cabanier: didn't they want another secure mode? 14:35:39 ChrisL: we could use secure animated + a couple of lines that stop text being displayed 14:35:46 ... our we could make a new mode that incorporates all that 14:35:55 ... all the text to date has pointed to secure animated mode 14:36:28 krit: the issue I have with the spec is that it does not solve the issues of security (which it should solve) 14:36:37 ... it has weird text saying what you should and shouldn't do 14:36:42 ... but not what you can and cannot fetch 14:36:46 ... and that's the most important part of the spec 14:36:52 ... don't expect this to be fixed soon 14:37:09 ... so I don't want it published as FPWD without fixing this issue 14:37:16 ... no issue with having additional modes for SVG in OT 14:37:30 ... I would like the doc to go forward 14:37:35 ... would like it to have a higher priority 14:37:40 ... but most important issue should be fixed 14:38:00 ... the issue is you can't just say script isn't allowed 14:38:13 ... especially for images, doesn't what you can fetch 14:38:32 ... in the introduction it says something about cross origin but no further details 14:38:41 ChrisL: thought secure animated mode disallowed referencing other resources 14:38:49 heycam: but you can use data urls 14:39:03 krit: spec doesn't specify what it really means 14:39:16 ChrisL: don't understand why you don't want it published? 14:39:19 krit: it's not marked as an issue 14:39:22 ... it should be 14:39:44 ... and someone should add parts that you need to reference from OT fonts 14:39:59 ... we resolved that Cameron and myself were added to editors list, but haven't had time to work on it 14:40:14 ChrisL: What I'm asking for is that we have editors that are present and clearly mark the issues 14:40:18 ... and go to FPWD 14:40:27 ... not trying to blow off fixing that 14:40:42 ... but for FPWD the normal thing to point out known issues and get review 14:40:47 krit: that would be ok for me 14:40:58 heycam: if you can list the issues that should be pointed out, I can add them to the draft 14:41:15 krit: Doug points out a lot of things in the introduction. All of them should be issues 14:41:35 ChrisL: normally issues should be displayed prominently 14:42:33 ... I agree with the points you're raising 14:42:40 ... HTML5 has some good stuff that we can point to for definitions 14:43:39 heycam: I agree that for things like fetching there's a lot of work to go into the SVG 2 spec for the right hooks 14:44:16 krit: I have a new document that has text that can be copied into the integration spec 14:44:53 ... in the meantime we can link to my document for things like fetching strategies 14:45:27 heycam: so can you provide me with the list of issues? 14:45:29 krit: yes 14:45:38 heycam: when is next committee draft being done? 14:45:41 ChrisL: think that ship has sailed 14:45:51 ... had to put it in their own document 14:45:57 ... but Vlad is waiting for a reference to switch to 14:46:04 ... so we do have a few months 14:46:35 Tavmjong has joined #svg 14:47:07 heycam: let's work on it tomorrow 14:47:14 ... then maybe publish at next telcon 14:47:35 ChrisL: a fresh resolution to publish would be good 14:47:56 heycam: would people be happy to publish the document as is plus the list of issues from Dirk? 14:47:58 ChrisL: yes 14:48:24 RESOLUTION: Publish FPWD of SVG integration once list of issues is included 14:49:06 Scribe: Cameron 14:49:12 ScribeNick: heycam 14:49:38 Topic: Text issues 14:49:53 Tav: I have 46 text issues 14:50:45 ... first one, foreignObject 14:51:22 ... it says in text from SVG 1.1 "if more complex layout is required [ ... ] such as XHTML in foreignObject, the exact semantics are not completely defined at this time" 14:51:25 ChrisL: we take out the mention of XHTML 14:51:27 ... and just say HTML 14:51:35 ... and if you're using XML serialization fine 14:51:53 heycam: we should define exactly how HTML in foreignObject works 14:52:04 ChrisL: we need to say that the very common thing, HTML, is defined 14:52:13 ... and say that it establishes an outermost continaing block context 14:52:19 ed: I think that's in SVG Integration 14:52:46 ChrisL: I'd like for it to say that foreignObject can have all sorts of stuff, but one thing is html, and here's how it works with the CSS box model 14:53:13 Tav: next, issue 8 14:53:17 establishes an outermost containing block 14:53:21 ... we talked about using height and width for providing a wrapping context 14:53:34 ... I think that causes problems, in that our origin is not the upper left corner, it's the text baseline for horizontal text 14:53:39 ... which if you just have a width is not a problem 14:53:42 ... same thing if you have a height 14:53:52 ... the origin is the center of the kanji glyph for example 14:53:56 ... as soon as you say width and height it's a problem 14:54:24 ... I think for the purpose of text in a rectangle, we should use shape-inside for that, rather than mess around with width/height and define how you shift down 14:54:33 ... it also makes it hard to do the SVG 1.1 text position fallback 14:56:35 [explains how to use tspans with x/y to do fallback] 14:57:10 heycam: so the presence of width="" controls whether x/y on are ignored 14:57:16 ... is that a problem? 14:57:17 Tav: no 14:59:58 heycam: I think x/y/width/height should be the rectangle into which to lay out the text 15:00:18 Tav: but then the y value on the doesn't match the non-rectangular-layout position of the first line of text 15:00:33 ... makes the fallback harder to write, you have to shift the lines down to fit into the box 15:00:43 ... I think instead you should use shape-inside to define the rectangle to lay text into 15:00:58 heycam: what happens if you put width and height then? 15:01:09 ... you should use the one appropriate for the writing-mode on the ? 15:01:12 Tav: yes 15:01:41 ... next, issue 16 15:01:54 ... shapes define an inset rectangle, which I thought might be interesting 15:02:06 ... this has to do with syntax, being able to define something inside a different shape 15:04:30 ... inset-rect 15:04:41 heycam: not sure how different this would be from padding? 15:04:53 Tav: should we allow elements inside other elements, and use the geometry of those elements 15:05:02 ... for connectors it would be useful to have a point defined in terms of the bounding box of the object 15:05:15 ... should you be able to define a text box in terms of an outer element 15:11:48 Tav: next thing is issue 22 15:11:52 ... there are a number of issues here 15:12:04 ... I assume we want to reference CSS writing modes 15:12:07 ... they do things a bit differently 15:12:11 ... from what SVG 1.1 has done 15:12:21 ... if I copy them directly, I don't know if it will break content 15:12:40 heycam: I would say it wouldn't break content 15:12:57 Tav: there is direction, unicode-bidi and writing-mode 15:14:02 ChrisL: at one point we thought that unicode-bidi and writing-mode was all we needed, but we were told direction was needed 15:14:16 Tav: there are values like lr-tb, ... in SVG 1.1 15:14:27 ... and horizontal-tb, etc. in css3-writing-modes 15:14:33 ChrisL: the SVG 1.1 ones are copied from XSL 15:14:43 Tav: we should just move to the CSS values? 15:15:07 heycam: yes 15:15:42 Tav: writing-mode also misses the mongolian direction 15:15:46 ... in SVG 1.1 15:15:57 ... next, issue 28 15:16:08 ... glyph-orientation-vertical, etc. 15:16:33 ... it has additional values upright and inline in css3-text 15:18:17 heycam: seems to be not in the latest draft of css3-text 15:18:27 ... if it's not there, we shouldn't have it 15:19:04 Tav: next, issue 30 15:19:17 ... we use "current text position" over 100 times in the Text chapter 15:19:24 ... and I don't think that's a CSS layout term 15:19:34 ... I think that needs to be purged somehow 15:19:40 ChrisL: is there an alternative term to use? 15:25:26 heycam: I reckon you won't need that term, since you'll be deferring to CSS box layout 15:25:31 Tav: next, issue 35 15:25:40 ... baseline-shift is still in css3-line 15:25:44 ... useful for super/subscripts 15:25:46 ... Inkscape uses it for 15:25:56 ... vertical-align is a shorthand for baseline-shift etc. 15:27:42 heycam: [talks about how that spec is not being worked on, but might soon by Alan] 15:27:58 Tav: in general, CSS has more features on text than we've ever had 15:28:09 ... text-indent hanging-punctuation 15:28:16 ... do we pull all those things in? 15:29:16 heycam: I think for text/inline stuff yes assume it works 15:29:22 Tav: next, issue 42 15:29:40 ... text-overflow:clip 15:29:48 ... it's already possible to do clipping with clip path, this is only clipping if the text overflow 15:29:52 ... convenient shorthand 15:30:03 ... in issue 41 it's argued this property is useless 15:30:19 ... it would be useful if you move the mouse to the ellipses and show the remaining text 15:31:31 ... do we agree we should have text-overflow? 15:31:38 heycam: what does text-overflow apply to? block or inline elements? 15:32:16 ed: makes sense to keep clip 15:32:25 ed: applies to block container 15:34:23 heycam: I think the hover to show the overflow should be done in the document 15:35:24 text { text-overflow: ellipsis; overflow: hidden; } text:hover { overflow: visible; } 15:35:42 Tav: next, issue 45 15:35:48 ... I assume we're linking to css3-fonts 15:35:53 ... font-variant has been completely reworked 15:35:54 ChrisL: yes 15:37:02 Tav: next, issue 46 15:37:07 ... css3-text-decoration 15:37:16 ... it's a bit different from what SVG has done in the past 15:37:18 ... you can set the colour on the underline 15:37:51 ... I assume we want to preserve the text-decoration like it's shown in the figure 15:38:05 ... you can have the stroke and fill different on underline, but at the same time allow text-decoration-color to set the colour 15:38:09 ... would that remove the stroke? 15:38:15 ChrisL: they don't really distinguish between fill and stroke 15:38:23 ... they tend to talk about "the" colour of the text 15:41:27 heycam: maybe make text-decoration-color affect only the fill of the decoration 15:41:33 ... not sure how to deal with currentColor being the initial value 15:43:25 Tav: we should define how/whether text-decoration on text on a patch works 15:43:30 ed: that's been undefined for a while 15:43:38 ... some people use textPath for multi-line text 15:43:43 ... and would expect underlines to work there 15:44:10 heycam, you asked to be reminded at this time to go home 15:44:19 Zakim, thanks 15:44:19 you are very welcome, heycam 15:44:49 RESOLUTION: text-decoration doesn't paint on a 15:45:37 -- end -- 15:45:42 RRSAgent, make minutes 15:45:42 I have made the request to generate http://www.w3.org/2014/04/09-svg-minutes.html heycam 15:46:18 Present: Cameron, Rik, Dirk, Tav, Satoru, Brian, Erik, Chris, Nikos 15:46:23 RRSAgent, make minutes 15:46:23 I have made the request to generate http://www.w3.org/2014/04/09-svg-minutes.html heycam 15:46:56 http://www.w3.org/community/groups/proposed/#svgadvgrad 16:29:06 shepazu has joined #svg 17:45:26 thorton has joined #svg 18:08:29 Zakim has left #svg 19:36:26 Tavmjong has joined #svg