Thanks Lucio

> Having many canvas seems expensive, but its what you expec canvas to
> do for you transparently, so it cant be that bad.
>
> And having canvas smart enough fro that is something i havent tried to
> do yet, and maybe its not worth it. (its easy to do it when using
> canvas and you have more information that canvas doesnt need to infer)

Doubt it is worth it, this works fine. It also gives me scope for a
few extra features, once I get it all going, as well.

>
> >> 4) Draw a few lines, preferably with shart direction changes, and
> >> you'll see that there are gaps generated in either the endcaps or
> >> discontinuities on the joins.
>
> Playing with your code i see that the problem is that draw wont draw a
> join when the line length is too short. this shows the problem:
>         line_width = 50
>         self.set_color( (255,255,0,50) )
>         self.set_stroke_width( line_width )
>
>         self.set_join( draw.ROUND_JOIN )
>         self.move_to((100,100))
>         self.line_to((150,100))
>         self.line_to((150, 124))
>
> If we increase the last 124 to 125 it will work.
>
> The problem is that draw needs to cut 25 pixels from the second
> segment to draw the join. but it doesnt have enough pixels, so it does
> weird things.
>
> It is a bug, and a very nasty one. A workaround would be to only add
> lines is the movement is bigger than half the line width. ugly, i
> know.

Ugly but bearable. I can probably modify the code to change the
movement as you suggest as mostly the line width will be quite small.

>
> There are still issues with sharp turns.
>
> Summing it up, cocos.Draw is not ready for prime time.

This may be true but it is way, way better than the primitive code I'd
put together to do a similar thing. So I'll keep using it.

Regards

john
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