[OpenJDK 2D-Dev] Review for patch at bug #100150

2010-11-09 Thread Thorsten Jungblut
Hi, could someone please take a look at bug #100150? https://bugs.openjdk.java.net/show_bug.cgi?id=100150 Thanks Best regards Thorsten Jungblut

Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces

2010-11-09 Thread Denis Lila
Hi Jim. > The problem is that pruning complicates the inner loop that advances > the scanline and you can't tell without scanning every segment in play > whether you need to do it in its own loop. Thus, for one of my test > cases it was really expensive without some up front record of whether >

Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces

2010-11-09 Thread Denis Lila
Hi Jim. > All lines generated from a given "allegedly monotonic" curve are > recorded with the same "or" (orientation) value. But, if the curves > are not truly monotonic then it might be theoretically possible to > generate a line that is backwards with respect to the expected orientation. >

Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces

2010-11-09 Thread Denis Lila
Hi again. I just thought of this: if we're really concerned about the accuracy of the edgeMinX edgeMaxX variables, we could find the curves' critical points and use them to compute the min/max X values. After all, we're creating (or rather "setting") the Curve objects anyway. This isn't as fast a

Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces

2010-11-09 Thread Jim Graham
Hi Denis, On 11/9/2010 3:06 PM, Denis Lila wrote: I see. In that case, I think it's a good idea if we don't make curves "monotonic". I already did this, by moving the edgeMin/axX/Y handling and orientation computations in addLine. This did make it slower compared to the file you sent me, but onl

Re: [OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces

2010-11-09 Thread Jim Graham
I ended up going with: - get rid of edgeMxy in all methods but addLine() - addLine computes min/max of first/lastScanline - addLine also computes min/max of x1,x2 values this turned out to be just about the same speed for my FX rendering version (which I believe is more sensitive than the way i