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.


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