Sean Cribbs wrote:
>Does Java2D have primitives implemented?

>From my brief glances it doesn't appear that Java2D has the primitives
implemented.  These aren't difficult to add, though.  /Computer Graphics:
Principles and Practice, 2nd ed/ (J.D. Foley) has very detailed information
about all the different kinds of graphics algorithms.  Also, Michael
Abrash's /Zen of Graphics Programming/ is a great source for optimized
graphics on the x86 platform (it is also in his compilation work /Graphics
Programming Black Book/).  I wrote a graphics library in C a long while
back, but it was for VESA SVGA modes using 256 colors.  It's technique was
to have an in-memory buffer which was later copied to the screen.  I can
e-mail it to you if you want to see how the basic algorithms worked.

>For now, I'd like to
>keep everything 1.1-compliant, and the footprint small, so if Java2D is
>big, we may have to leave it out.  Once our VM & class library are
>approaching 1.2 compliancy, we could fully integrate it.  If Java2D
>doesn't provide the vector-to-raster translation though, I may be looking
>for someone who is geometrically/graphically inclined to help implement
>primitives.

I think it would help us in the long run to follow the Java2D architecture
for the underlying graphics.  Of course, we would only need to support the
functionality that JDK 1.1 supports initially.  This would cut down on a
lot of code overhead, and graphics techniques that are a bit of a headache.


Matt

Colonel Edwards: This is the most fantastic story I've ever heard.
Jeff Trent: And every word of it's true, too.
Colonel Edwards: That's the fantastic part of it.
-- Plan 9 From Outer Space





_______________________________________________
UI maillist  -  [EMAIL PROTECTED]
http://jos.org/mailman/listinfo/ui

Reply via email to