> Not if you're saving to the GIMP project file format.
Ok, but if I understood correctly we're asking GIMP to remove code paths that have different layer boundaries, so that would surely affect GIMPs project file format?
wait GIMP does vectors now? I hope you don't mean that stupid useless plugin that renders to a bitmap layer and you can't adjst again afterwards? Or has that improved while I wasn't looking?
going to try again when I get home - would be so nice to just click and adjust text when its not quite the right size or position. I hope I can draw vector line as well.
that was actually something that drove me almost batty once before I installed an old PSP9 in wine and used that instead. I needed to adjust thesize and position of several lines in relation to each other and i was unable to do that even with that stupid plugin.Using 1 layer per line would have worked but I though that was a bridge too far at the time.
text has definitely gotten better. i remember when text could not be modified (as text) after initial creation -- but this has been fixed quite some time ago.
also, paths and text can be exported to svg format, but i still wouldn't call gimp a suitable editor for rich vector graphics. the vector features are more just a means to a (rasterized) end.
I was recently trying to make text along a path in Gimp and holy hell is it weird.. you create a text object, then create a path and with the path selected, right click the text object layer and choose “text along path”, and then you have to “stroke path”, IIRC.
But what that does is renders some kind of object (don’t recall if it’s rasterized or what). If you later notice a typo, or want to change the font, font size, or path a little bit, you have to throw away the rendered object, make your changes to the text object (hope you kept it as a hidden layer or something!), and then re-render and re-stroke it.
I’m glad I was working on something for fun (bottle label) and that I didn’t particularly care about the end result.
Microsoft Flight Simulator also uses WASM for plugins, which allows them to run portably on both the PC and Xbox versions of the game, with sandboxing, and still get decent performance.
I do wonder why this use case - using wasm as cross-platform, cross-architecture portable binaries with performance profile "close enough" to optimized native code - is not more common. One can easily imagine an OS directly supporting such binaries even, JIT-compiling and caching them as needed.
Reminds me of the commercial of the old auntie using her wall for offline Facebook with her friend pointing and confusedly declaring "That's not how any of this works!"
It’s possible that they had a file photo that was cropped to be square and only went down to the chest, and whoever was doing the graphics decided to use the Photoshop generative expand tool to make it fit the rest of the graphic.
I have a feeling the decisions here go to sub-contracted staff, and the AI component is the label on the Adobe add-on they used. But, the hand that moves the mouse, makes the decisions...
If you ever wire a loudspeaker channel the wrong way around, it feels very weird as a lot (but not all for a stereo mix) of the sound will cancel with the other channel in the middle of the speakers and you can move your head through this dead zone.
I've never tried it with headphones, but I suppose even though destructive addition isn't going to happen it might affect things like intended spatial perception.
There's somewhat a recent Planet Money episode (Green energy gridlock[1]) that talks a little bit about this. There are massive hurdles in the US to getting new energy projects actually connected to the grid because of supposed fears of overloading the infrastructure. The result is energy prices stay high and the number of green energy projects stays low.