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Libvirt Logo README =================== The master SVG files were created in InkScape, using the Overpass font from Red Hat: http://overpassfont.org/ Logo formats ============ The following SVG files are provided, along with standard bitmap sizes in PNG format: - logo-base.svg The basic "sardine tin" graphic used to create the other forms of the libvirt logo. The tin is rotated by 20 degrees, so its angle matches the angle of the left side of the letter "v" in the Overpass font Never use this logo file directly. It exists merely as a base for building the other logos - logo-square.svg The minimal square format logo for libvirt. Simply embeds the word "libvirt" into the basic logo graphic. This is intended for use where a compact, square format representation of the logo is required. Bitmap sizes: 64, 128, 192, 256 px square - logo-square-powered.svg A variant of the square logo for use by 3rd party applications, to advertize their use of libvirt. Bitmap sizes: 64, 128, 192, 256 px square - logo-banner-light.svg A wide banner format of the logo. Embeds the words "libvirt virtualization API" into the basic logo graphic. The text is rendered in a light color, so suitable for placement over a dark background. Bitmap sizes: 257x92, 800x286 px - logo-banner-dark.svg A wide banner format of the logo. Embeds the words "libvirt virtualization API" into the basic logo graphic. The text is rendered in a dark color, so suitable for placement over a light background. Bitmap sizes: 257x92, 800x286 px PNG file creation ================= The bitmap images should not be created in Inkscape, since its anti-aliasing of the rendered bitmaps is too aggressive, resulting in fuzzy images. Instead the GIMP is used to create bitmaps as follows: - File -> Open, select the SVG file When prompted for the image size, enter 1024 as the width and allow height to be auto-set based on aspect ratio - Image -> Scale Image Enter desired final bitmap size and use "Cubic" as scaling method. - File -> Export As It is important to let GIMP render initially at 1024 and then scale down, rather than rendering directly at the target size, since this the manual scaling step produces better quality