views:

58

answers:

1

What I want

My goal is to be able to display a large number of SVG images on a single drawing area in Java, each with its own translation/rotation/scale values. I'm looking for the simplest solution allowing this, optionally even using OpenGL to speed things up.

What I've Tried

My initial naive approach was to use SVGSalamander to draw directly on a JPanel, but the performance was pathetic.

I poked around around and learned that I should do something like manually convert each SVG into a BufferedImage created with createCompatibleImage, then do the transformations I want, then draw it using double buffering. I ran into some troubles here, and before I continued I tried looking for frameworks to simplify things.

What I've Looked At

I've been a bit overwhelmed by the available options, which is why I'm turning to SO for help. I've looked at:

But couldn't decide what is best for me to start working with, and I hope someone here as experience with any of these doing similar things.

A: 

Render your SVGs to textures, then render textured quads with desired transforms.

genpfault
You means I should directly render with OpenGL, then? Not use any of these libraries?
Oak