[OpenJDK 2D-Dev] X11 uniform scaled wide lines and dashed lines; STROKE_CONTROL in Pisces
Jim Graham
james.graham at oracle.com
Wed Oct 13 06:34:41 UTC 2010
Hi Denis,
On 10/12/2010 6:01 AM, Denis Lila wrote:
> Hi Jim.
>
>>> 2. I changed how the alpha map is managed in PiscesTileGenerator to
>>> something that's a bit clearer and uses less memory (the latter comes
>>> from changing the +300 in the alpha tile allocation to +1. If there was
>>> a good reason for using 300, please tell me).
>>
>> Did I do that? Wow. I wish I knew. There were probably some bugs in
>> the alpha accumulation at some point. Since it was indexed by a byte, I
>> find it hard to believe that it would need 300 entries of padding.
>
> I don't know who did it. I didn't mean to imply I thought it was you.
> In hindsight, the wording of "If there was a good reason for using 300,
> please tell me" was pretty terrible. I only asked because 300 seemed like a
> very out of place number and I thought it was a bugfix, but I couldn't see
> for what bug, so I thought you might know since you've helped me out in
> this sort of situation before (i.e. sx0, sy0 in Dasher).
It was most likely me since this code hasn't been touched much since I
hacked it together. I wasn't put out by your comment, I was simply
making a public showing of confusion to cover my embarrassment. ;-)
>> One thing - will we ever need more than one alpha map in practice? I
>> don't believe we will since it depends on the maxalpha from the Renderer
>> which is a fixed value. So, the hashmap cache is probably overkill
>> compared to just seeing if the existing one is the right size, no?
>
> Right now, it's true that there will never be more than one alpha map, so
> you might say the HashMap is overkill, but I don't think this is a problem
> because performance wise it costs nearly nothing and I think the code is easier
> to read now.
> But it's not a big deal, I can change it back if you want.
No, I think it's OK if it doesn't show up on any benchmarks...
...jim
More information about the 2d-dev
mailing list