The upcoming engine (triangle+shaders) is not "more powerful", it just solve a different use-case: Realtime rendering of SVG VS Preloading of SVG assets on Textures2D at initialization time.



At current stage, our AmanithVG GLE engine is capable to handle all the rendering features needed for the correct rendering of SVG (as the SVGAssets do for the software rendering) using only OpenGL|ES 1.x compatible static pipeline (without pixel-shaders). Of course, this means that, for complex paints (like rad.gradients), non-opaque fills, stroke, compositing operations, clip-rects, masks (and mixes of these) several drawing passes are needed. This is the reason that pushed our work in the direction of a pixel-shader solution (OpenGL|ES 2.x compatible). This solution will get rid of performance and antialiasing quality too.

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