Hi Cameron, The short answer is that I think that most of the 'old' Graphics methods that draw 'lines' should probably include the .5 pixel shift in device space.
Cameron McCormack <[EMAIL PROTECTED]> wrote on 05/04/2006 02:19:28 AM: > My question is: should the SVGGraphics2D be transforming the output so > that it actually represents what is painted after normalisation? In > this example, it would be: > > <g shape-rendering="geometricPrecision"> > <rect x="8" y="8" width="5" height="5" fill="red"/> > <line x1="8.5" y1="8.5" x2="12.5" y="8.5" stroke="black"/> > <line x1="8.5" y1="8.5" x2="8.5" y="12.5" stroke="black"/> > <line x1="8.5" y1="12.5" x2="12.5" y="12.5" stroke="black"/> > <line x1="12.5" y1="8.5" x2="12.5" y="12.5" stroke="black"/> > </g> > Or perhaps some other way to preserve the normalized positions whether > zoomed in or not (since it might not be desirable to turn on > shape-rendering="geometricPrecision" if the shapes should actually be > drawn without anti-aliasing, according to the rendering hints set). Actually I think the proper hint is shape-rendering="crispEdges", geometricPrecision indicates that you want the rendering to be as close to the real geometry as possible (i.e. use anti-aliasing). I was under the impression that we already did look at the rendering hints and set the SVG hints appropriately. --------------------------------------------------------------------- To unsubscribe, e-mail: [EMAIL PROTECTED] For additional commands, e-mail: [EMAIL PROTECTED]
