Thomas DeWeese: > So I don't think you need to worry about it once it is generated, > you just need to shift it in the 'generators' concept of a device pixel. > The simplest (and correct 95% of the time) would be to simply subtract > .5 from the x,y end points. I think if you map the points to device > space (using the SVGGraphics2D's current transform) shift them -.5 pix > then map them back to user space you will have the right answer in > essentially all cases.
Ok. > > I think this HTML renderer uses only the "old" drawing methods, and > > assumes pixel level operations (except for anti-aliased text). Is there > > some way I can get consistent results regardless of the rendering mode? > > You can if you 'know' the device transform but if that can be arbitrary > then no. Your lines will look different if crisp edges or geometric > precision > is set when a 1px line crosses pixels. But honestly I think setting crisp > edge is exactly what you want in this case. You don't want/expect > anti-aliasing of geometry (note that shape-rendering doesn't impact > text-rendering). Yeah, but I was to be able to transform it, and have that transformation look ok (e.g., rotated without jagged edges). > > Would it help if I convert all the drawLine calls into a path that > > covers the same space as the line? > > This could (you would have more control) but I think the right > thing to do in this case is fix the generator so it aligns 'old' > drawing methods properly on the pixel grid. Fix the SVGGraphics2D or the HTML renderer? -- Cameron McCormack ICQ: 26955922 cam (at) mcc.id.au MSN: cam (at) mcc.id.au http://mcc.id.au/ JBR: heycam (at) jabber.org --------------------------------------------------------------------- To unsubscribe, e-mail: [EMAIL PROTECTED] For additional commands, e-mail: [EMAIL PROTECTED]
