> Sorry if it wasn't clear - this is all about Scott Palmer's issue with the 
> HeapView widget
Yes!

> and the current code *does* go through a BufferedImage.
That's what I figured... I'd recommend redoing it without.

> I've made some mods which do improve things IMO, but these are drawing 
> directly on the Graphics2D. This means the blur effect of the current code, 
> using ConvolveOp, can't be done.

That's fine--those visual effects are out of fashion nowadays in any case.

> I tried using the cheap & cheerful way of drawing the text twice, the first 
> time displaced and in a darker colour
That will work instead of the blur/drop shadow.

> If I understand correctly you're saying that there's no easy way to get it to 
> work through BufferedImage? If so I can put in a pull request for my 'direct 
> drawing' code.

You could make it work, but it will be easier to just redo the drawing code 
directly. And it can really be something much simpler than what is there 
now--no gradients etc, axis marker lines or anything. Just a single polygon of 
a solid color (for the chart) with the text drawn on top. This would look a lot 
more modern.

-- Eirik

-----Original Message-----
From: Peter Hull <[email protected]> 
Sent: Monday, February 3, 2020 10:33 AM
To: [email protected]
Subject: Re: Memory usage text rendering issue

On Mon, 3 Feb 2020 at 15:12, Eirik Bakke <[email protected]> wrote:

> Do you have HiDPI scaling activated? (Check "Scale and Layout" in the 
> windows Display control panel.)
>
> To make things like this work well on HiDPI screens, it's best not to 
> go through a BufferedImage, but rather draw directly on the supplied 
> Graphics2D.
>
Hi Eirik,
Sorry if it wasn't clear - this is all about Scott Palmer's issue with the 
HeapView widget - and the current code *does* go through a BufferedImage.

My gist was just confirming that there is a difference in the output of the two 
methods (and I was hoping someone would know the 'magic' rendering hints which 
would make them the same!)

I've made some mods which do improve things IMO, but these are drawing directly 
on the Graphics2D. This means the blur effect of the current code, using 
ConvolveOp, can't be done.

If I understand correctly you're saying that there's no easy way to get it to 
work through BufferedImage? If so I can put in a pull request for my 'direct 
drawing' code.

Let me know what you think as I am not an expert in this.
Pete

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