Hello Phil
The change looks good to me.
I found two interesting changes in your webrev.
. The move to use FontDesignMetrics to compute width should be better than
generating GlyphVector for the same.
. Besides, the double conversion from chars[] to String and vice versa has been
avoided as
Hello All,
Gentle reminder for review.
Thanks,
Jay
From: Jayathirth D V
Sent: Thursday, December 07, 2017 8:47 PM
To: 2d-dev
Subject: [OpenJDK 2D-Dev] [10] RFR JDK-8176795: Wrong color drawn when painting
translucent colors on volatile images using XRender.
Hello All,
Please
I started looking the FX patch on Friday. I hope to finish my review today.
-- Kevin
Philip Race wrote:
Yes, I approved the 2D patch. I have not yet looked at the FX version.
-phil
On 12/10/17, 12:39 PM, Laurent Bourgès wrote:
Phil,
Thanks for your review.
I suppose you approved the
Yes, I approved the 2D patch. I have not yet looked at the FX version.
-phil
On 12/10/17, 12:39 PM, Laurent Bourgès wrote:
Phil,
Thanks for your review.
I suppose you approved the Java2D patch for the RFR thread: [10] RFR
JDK-8191814:
The explanation sounds reasonable, although I'd like to give Clemens a
chance to review this.
-phil.
On 12/07/2017 07:16 AM, Jayathirth D V wrote:
Hello All,
Please review the following fix in JDK10 :
Bug : https://bugs.openjdk.java.net/browse/JDK-8176795
Webrev :
Hi,
I pushed in jdk forrest:
http://hg.openjdk.java.net/jdk/client/rev/fd7fbc929001
Thanks for your reviews, Phil & Sergey !
Laurent
2017-12-07 20:43 GMT+01:00 Sergey Bylokhov :
> I am not an expert here, I just look to the changes and run the closed
> tests for
Yes, it should be negative since we want to use this as the y origin of
the rectangle
relative to the baseline. I am using it correctly in the height calculation.
40 float height = ascent + descent + leading;
541 return new Rectangle2D.Float(0f, ascent, width, height);
Hi, Phil.
The new code will calculate the logical bounds this way:
541 new Rectangle2D.Float(0f, ascent, width, height);
But previously it was:
2613 new Rectangle2D.Float(0, -tl.getAscent(), tl.getAdvance(),
2614 tl.getAscent() + tl.getDescent() +
2615
Looks fine.
On 11/12/2017 14:39, Phil Race wrote:
Yes, it should be negative since we want to use this as the y origin of
the rectangle
relative to the baseline. I am using it correctly in the height calculation.
40 float height = ascent + descent + leading;
541 return new