Why do mobile teams still need full PNG ladders alongside SVG?
Route `fontawesome-icon-raster-png` (font_awesome_to_png.raster) supports teams still constrained to bitmaps—legacy WebViews, email clients, or native widgets that reject inline SVG. Export full density ladders instead of scaling one PNG. Thin outline styles may disappear on small screens; switch to solid glyphs or add hairline strokes. When SVG and PNG coexist, document which surfaces consume which format so two sources never drift silently.
Mobile raster export workflow
- Inside `fontawesome-icon-raster-png`, pick the glyph, then map sizes to Android/iOS density buckets.
- Export separate passes for tab bars versus list rows and validate legibility at 1x.
- Pipe files into mipmap or xcasset folders and attach visual diffs to the PR.
Font Awesome to PNG (raster) Q&A
How should mobile raster packs be named and archived across densities?
Keep SVG or font sources in git; treat PNGs as derived artifacts with documented Font Awesome versions.
When is SVG still mandatory instead of PNG-only pipelines?
Emit mdpi–xxxhdpi sets from one script and verify filenames plus checksums in CI.
After batch export, how do we stop the wrong glyph from shipping?
Drop assets into device frames to confirm stroke weight survives on real phones.
After rasterizing, should we still keep SVG or font sources in the design repo?
Yes—vectors enable recoloring and rescaling; treat PNG as one deliverable and document the Font Awesome version in README metadata.
Edges look gray on Retina displays—is that insufficient resolution or blending?
Check export density and background contrast; ship on-dark variants or a subtle stroke when icons sit on photography.