I am currently investigating the possibility of rendering vector graphics from an SVG file using OpenGL and OpenGL ES. I intend to target Windows and Android. My ideal solution would be to have a minimal C library that generates a polygon triangulation from a given SVG file. This would then generate standard OpenGL or OpenGL ES calls, and use a display list or vbo for optimization when redrawing. I would simply draw a display list to draw the vector image after translating and rotating, allowing me to mix this with other OpenGL calls.
So far I see that the suggestions are to firstly use QT or Cairo. - This is not an option given that I wish to manage my own OpenGL context without bloated libraries (in the context of what I am trying to achieve). Nor is this suitable for Android.
Second option is to use libraries that render to a texture. While this might be ok for static vector graphics, it's not an efficient or feasible option for games where scaling and rotations occur frequently.
Thirdly there is the possibility of using OpenVG. There are some opensource implementations of the OpenVG specification (ShivaVG etc), but I am yet to find a library that is capable of generating the appropriate OpenVG calls from a given SVG file at runtime, and I can't see how to optimize this as we might wish to with a display list or vbo.
All three methods suffer limitations. I think the most promising option is using an OpenVG implementation if no other solution exists. So my question is, are there any libraries out there that do what I want, or close to what I want? If not, is there a good reason why not? And would it be better to attempt to do this from the ground up instead?