I want to elaborate on winding count issues for segments to the left of the
clip for both winding modes.
All curves have the property that the winding count of any sample point to the right of them is identical to the winding
count of a line from their starting point to their ending point.
Co
I had another thought here.
If you have some plan where you can identify incoming paths as "probably benefiting from more aggressive clipping logic"
vs others that are classified as "most likely will have little to no clipping" and you want to avoid the overhead of
having the early-rejection cl
First, consider what is handled inside the guts of the Renderer process.
- It doesn't need to process any segments above or below the clip, they have no impact on the rendered pieces inside the
clip
- It needs to process segments that are out-left only in so far as it needs to come up with a pro
Hi Jim,
I am answering your first message:
Area is overkill for this as it tries to find exact intersection points of
arbitrary geometry. You simply need something that will trace accurately
around the outside of a clip to get from an exit point back to an entry
point. That is a much simpler op
To be clear, all that would be needed in cubicTo would be:
if (y0 > bot && y1 > bot && y2 > bot && y3 > bot) { xy0 = xy3; return; }
if (y0 < top && y1 < top && y2 < top && y3 < top) { xy0 = xy3; return; }
if (x0 > rgt && x1 > rgt && x2 > rgt && x3 > rgt) { xy0 = xy3; return; }
if (x0 < lft && x1
Victor,
Please review this change to upgrade the native projects to the latest version
of VS 2017:
JIRA: https://bugs.openjdk.java.net/browse/JDK-8187059
Webrev: http://cr.openjdk.java.net/~cbensen/JDK-8187059/webrev.00/
Chris
Hi Laurent,
Area is overkill for this as it tries to find exact intersection points of arbitrary geometry. You simply need
something that will trace accurately around the outside of a clip to get from an exit point back to an entry point.
That is a much simpler operation.
The performance is
Jim,
FYI I am working on a more general clipper for filled shapes (only non zero
winding rule) that ignores useless segments on left / right sides but
leaves the path closed for filling primitives.
It is more tricky... to handle turning points (corners) but I think it
could be applied later to th