Java2D and SVG vs PNG Usage
I am still reading a lot of threads, projects and stuff about java game progamming, usage of svgSalamander and other things to get an idea about, what is the most appropriate way i may go.

What i am working upon:
I do have a viewer to show a couple of objects depending on lat/lon. In addition i show some metadata and a lot of UI elements for additional information. I am currently investigating, if it is worth it using svg graphics instead of png files to draw elements of my UI as well as the objects i draw. The point about svg is, that i shall be able to easily adjust the pattern of an image object i draw and therefore be able to adjust things i like on the fly with more or less objectorientated behavior.

What i do like about svg files are:
- i hope so - performant transformations for my objects (scaling, rotating, translation)
- easy adjustment of specific parts
- implementing mouse events on specific tags of my svg files
- id like to render faster, to lower the cpu usage for the whole application

However, what i am not sure about and what i have read is that using svg with svgSalamander leads to worse drawing times. My application already consumes a lot of cpu and having svg files just in terms of better usability, but for being even slower sounds bad to me. 

Therefore i am interested in any comment, how on the one hand i may be able to make more use of the graphics card in my java application and if its necessesary to have a separate api for this approach. On the other hand if its worth it implementing svg files instead of png files. For instance there are also examples of using SVGIcon of the svgSalamander API, which does look like, as i would just draw some java2d swing object, which might be faster than drawing bufferedImage? 

In conclusion i wonder if svg is worth it for static image context or flexible behavior (maybe even using svg animations) (Adjusting the coordinates within a svg file sounds time consuming for 25fps). What i also have seen are people who just draw the content of a svg file in a bufferedImage instance, which leads me to the question, why should i use svg files at all, if i just draw them in bufferedImages again?

I would love to see any suggestion, what is an appropriate way to go or code snippets with svgSalamander, which are supposed to be at least as fast as using png files and draw them onto the screen.

Thanks everybody!!
Best regards.
Java2D and SVG vs PNG Usage
===

I am still reading a lot of threads, projects and stuff about java game progamming, usage of svgSalamander and other things to get an idea about, what is the most appropriate way i may go.

What i am working upon:
I do have a viewer to show a couple of objects depending on lat/lon. In addition i show some metadata and a lot of UI elements for additional information. I am currently investigating, if it is worth it using svg graphics instead of png files to draw elements of my UI as well as the objects i draw. The point about svg is, that i shall be able to easily adjust the pattern of an image object i draw and therefore be able to adjust things i like on the fly with more or less objectorientated behavior.

What i do like about svg files are:
- i hope so - performant transformations for my objects (scaling, rotating, translation)
- easy adjustment of specific parts
- implementing mouse events on specific tags of my svg files
- id like to render faster, to lower the cpu usage for the whole application

However, what i am not sure about and what i have read is that using svg with svgSalamander leads to worse drawing times. My application already consumes a lot of cpu and having svg files just in terms of better usability, but for being even slower sounds bad to me. 

Therefore i am interested in any comment, how on the one hand i may be able to make more use of the graphics card in my java application and if its necessesary to have a separate api for this approach. On the other hand if its worth it implementing svg files instead of png files. For instance there are also examples of using SVGIcon of the svgSalamander API, which does look like, as i would just draw some java2d swing object, which might be faster than drawing bufferedImage? 

In conclusion i wonder if svg is worth it for static image context or flexible behavior (maybe even using svg animations) (Adjusting the coordinates within a svg file sounds time consuming for 25fps). What i also have seen are people who just draw the content of a svg file in a bufferedImage instance, which leads me to the question, why should i use svg files at all, if i just draw them in bufferedImages again?

I would love to see any suggestion, what is an appropriate way to go or code snippets with svgSalamander, which are supposed to be at least as fast as using png files and draw them onto the screen.

Thanks everybody!!
Best regards.