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

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