@Megalomaniak said:
@MirceaKitsune said:
Does Godot support svg natively yet, without expecting it to be converted to a pixel format like png?
(bold emphasis mine)
No and I'd give it near 0 chances of ever supporting that. Godot does however have 2D meshes, that might be of some interest perhaps? As for SVG as a texture on a 3D mesh, I'm not sure it even makes any sense.
PS. Godot can load SVG's but they are converted into raster on import.
I understand... it would be a tricky thing to support indeed. Like I said the advantage would be fully sharp patterns independent of screen resolution, and very small file size for textures at that.
Perhaps an in-between may still be possible? The texture could be included as svg but converted when the engine starts, at a resolution which can be configured by the user based on how sharp they want it to be. But you said on import, IIRC that's a thing the editor does... if the engine doesn't do it on startup it doesn't sound like even that would work. Is it at least possible to have the engine convert a svg to raster in memory at a specified resolution, then use the result in materials like any other image?