Re: [OpenJDK 2D-Dev] Remove warnings in sun.java2d

2007-10-04 Thread Mark Reinhold
> Date: Thu, 04 Oct 2007 12:43:30 -0700 > From: [EMAIL PROTECTED] >Mark, when will the external access infrastructure be ready? If not at the time of the internal Mercurial cutover around the end of this month, then very shortly thereafter. - Mark

Re: [OpenJDK 2D-Dev] Remove warnings in sun.java2d

2007-10-04 Thread Dmitri Trembovetski
Hi Roman, Roman Kennke wrote: Hi Dmitri, thanks for the patch. We're currently in a somewhat of a freeze because of the move to Mercurial, so we'll probably integrate the patch after that's done. Cool, thank you. I'll wait with more patches then until Mercurial is done. Will

Re: [OpenJDK 2D-Dev] Remove warnings in sun.java2d

2007-10-04 Thread Roman Kennke
Hi Dmitri, >thanks for the patch. > >We're currently in a somewhat of a freeze because of >the move to Mercurial, so we'll probably integrate the patch >after that's done. Cool, thank you. I'll wait with more patches then until Mercurial is done. Will we get read-access to the j2

[OpenJDK 2D-Dev] Imaging and graphics job opening at Sun.

2007-10-04 Thread Phil Race
Hello all, Want to get paid for developing free software? The Java 2D graphics and JAI imaging team here at Sun have an immediate opening for an engineer to join us to work on imaging and graphics for Java SE. The full details of the job are posted at the link below where you may also submit yo

Re: [OpenJDK 2D-Dev] Remove warnings in sun.java2d

2007-10-04 Thread Dmitri Trembovetski
Hi Roman, thanks for the patch. We're currently in a somewhat of a freeze because of the move to Mercurial, so we'll probably integrate the patch after that's done. Thanks, Dmitri Roman Kennke wrote: I looked through the classes in sun.java2d and removed most warnings there.

Re: [OpenJDK 2D-Dev] How does antialiasing with the OpenGL pipeline work?

2007-10-04 Thread Clemens Eisserer
Hi, Ok, after looking at the open rasterizer's source I pretty much throw away the idea of implementing it as shader ;) However one thing which still seems interesting to me is to do scanline-rendering via a shader. A simple opcode-protocoll could be uploaded to the texture which is read and execu