Re: Memory usage text rendering issue

2020-02-28 Thread Tim Boudreau
Oh, sooner or later “flat” will look dated and old, and the gradients will be back. If you really wanted to do this right, create a MemoryMeterUI Swing UI delegate, split the flat and gradient code into two implementation of it, and have core.swing.plaf toss the name of the default one in

Re: Memory usage text rendering issue

2020-02-28 Thread Emilian Bold
> I believe the ugliness was caused by rendering the text + dropshadow into a buffer created with the 'nominal' pixel dimensions, then causing it to scale up a bit by drawing it on to the HiDPI screen (e.g. a 125% scale, which resulted in blockiness). As mentioned by David Green above it looks OK

Re: Memory usage text rendering issue

2020-02-28 Thread Peter Hull
On Fri, 28 Feb 2020 at 10:37, Tim Boudreau wrote: > I happened to be around to chat with the author of that code Thanks for the info; I mentioned above that the code seemed strangely complicated and I could not find any comments or history to explain it. > The reason: GradientPaint's allocate

Re: Memory usage text rendering issue

2020-02-28 Thread Tim Boudreau
> > > > and the current code *does* go through a BufferedImage. > That's what I figured... I'd recommend redoing it without. > DO NOT. I happened to be around to chat with the author of that code - Scott Violet, at the time one of the lead developers on the Swing team, when he rewrote that

Re: Memory usage text rendering issue

2020-02-04 Thread Peter Hull
On Mon, 3 Feb 2020 at 21:23, Laszlo Kishalmi wrote: > +1 for make it more simple! > > I have made a PR, https://github.com/apache/netbeans/pull/1918. Images of current / proposed are in the PR. Please let me know if you have any comments and also if you are able to test it on Mac, Linux,

Re: Memory usage text rendering issue

2020-02-03 Thread Laszlo Kishalmi
+1 for make it more simple! On 2/3/20 1:07 PM, Peter Hull wrote: On Mon, 3 Feb 2020 at 15:43, Eirik Bakke wrote: 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

Re: Memory usage text rendering issue

2020-02-03 Thread Peter Hull
On Mon, 3 Feb 2020 at 15:43, Eirik Bakke wrote: > 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

RE: Memory usage text rendering issue

2020-02-03 Thread Eirik Bakke
ern. -- Eirik -Original Message- From: Peter Hull Sent: Monday, February 3, 2020 10:33 AM To: dev@netbeans.apache.org Subject: Re: Memory usage text rendering issue On Mon, 3 Feb 2020 at 15:12, Eirik Bakke wrote: > Do you have HiDPI scaling activated? (Check "Scale and Layout" in

Re: Memory usage text rendering issue

2020-02-03 Thread Peter Hull
On Mon, 3 Feb 2020 at 15:12, Eirik Bakke 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

RE: Memory usage text rendering issue

2020-02-03 Thread Eirik Bakke
February 3, 2020 9:27 AM To: dev@netbeans.apache.org Subject: Re: Memory usage text rendering issue I made a simple example, https://gist.github.com/pedro-w/b089e23db7aca037266b41cfc9c2ec2f On windows, I see this: [Annotation 2020-02-03 142402.jpg] I think the unpleasant rendering in the 'Rendered

Re: Memory usage text rendering issue

2020-02-03 Thread Peter Hull
I made a simple example, https://gist.github.com/pedro-w/b089e23db7aca037266b41cfc9c2ec2f On windows, I see this: [image: Annotation 2020-02-03 142402.jpg] I think the unpleasant rendering in the 'Rendered via Image' sample accounts for what you can see in the Memory usage widget (it's worse for

Re: Memory usage text rendering issue

2020-02-03 Thread Peter Hull
On Mon, 3 Feb 2020 at 12:38, Scott Palmer wrote: > How is the BufferedImage created? What is the pixel format? > It is BufferedImage.TYPE_INT_ARGB Reference:

Re: Memory usage text rendering issue

2020-02-03 Thread Scott Palmer
How is the BufferedImage created? What is the pixel format? Scott > On Feb 3, 2020, at 7:29 AM, Peter Hull wrote: > >  >> On Sun, 2 Feb 2020 at 18:28, Scott Palmer wrote: >> Does anyone else see really ugly text in the memory usage widget on the >> toolbar? > I had a quick look at this.

Re: Memory usage text rendering issue

2020-02-03 Thread Peter Hull
On Sun, 2 Feb 2020 at 18:28, Scott Palmer wrote: > Does anyone else see really ugly text in the memory usage widget on the > toolbar? > I had a quick look at this. It's very odd, rendering text into a Graphics2D derived from a BufferedImage (which is what the current dropshadow does) comes out

Re: Memory usage text rendering issue

2020-02-02 Thread David Green
On 2 Feb 2020, at 12:28, Scott Palmer wrote: Does anyone else see really ugly text in the memory usage widget on the toolbar? This has been an issue for a while and I can’t recall if I have reported it or it is already a known issue. It seems like something that shouldn’t be hard to

RE: Memory usage text rendering issue

2020-02-02 Thread Eirik Bakke
: Sunday, February 2, 2020 1:29 PM To: Apache NetBeans Subject: Memory usage text rendering issue Does anyone else see really ugly text in the memory usage widget on the toolbar? This has been an issue for a while and I can’t recall if I have reported it or it is already a known issue. It seems

Memory usage text rendering issue

2020-02-02 Thread Scott Palmer
Does anyone else see really ugly text in the memory usage widget on the toolbar? This has been an issue for a while and I can’t recall if I have reported it or it is already a known issue. It seems like something that shouldn’t be hard to address. The text showing heap used vs available heap