Okay, on ftp://ftp.minirl.com/pub/picogui/pgserver-poly-fin.diff is what I
believe to be the completely fixed polygon patch :).
I sort of threw in the max/min exclusion vertice algorithm at the last minute
a few days ago, and this version reflects a good deal of refinement of that
algorithm. (Read..., it actually works in all tested cases :)
I have also finished integrating this with libgcj's AWT, and there should be
some new shots posted up there pretty soon. I'm also planning on putting a
new section on my webpage that describes the algorithms used in both polygon
and ellipse, and the arc/filled arc I'm working on. After that I'll probably
mature the event handling that's already in place in libgcj/picogui, then
I'll see what I can do about getting a canvas that can contain "normal"
components on top of it. (statically sized)
Then it's off to drawImage..., which I'm not sure how I'm going to do. It
requires some "off screen graphic" capabilities. But this is the last piece
to do to port a bunch of games that I've been implementing the features
specifically for. (It was a suggestion from one of the libgcj people) The
choices are put OSGs in picogui..., or create java based graphics algos that
draw on bitmaps. I'm churning mini-cycles on that while I hit the practical
problems. (The other possibility is just to trap what the buffer writes to
picogui would be if it were drawing, and issue them when the drawImage
command rolls around) Suggestions are of course wanted :)
I haven't posted a patch of the libgcj work in a while..., if anyone wants a
copy of present work let me know. When it starts running "Real World"
applications I'm going to make a nice little beta release.
Thanks,
Shane Nay.
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