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Re: Re[2]: [Gnash-commit] gnash ChangeLog server/parser/shape_character_


From: zou lunkai
Subject: Re: Re[2]: [Gnash-commit] gnash ChangeLog server/parser/shape_character_d...
Date: Tue, 28 Aug 2007 16:37:33 +0800

Hello, UdoG

> A different question is if is CPU-expensive to convert integer to
> floats (ie. if it adds additional processor cycles when multiplicating
> an integer with a float)...?

A small tests could answer this. A single conversion shouldn't be
CPU-expensive, but edges are the most fundamental elements in Flash.
Not sure if the whole conversion is expensive. Anyhow,  we have done
two conversions for a single coordinates
currently(TWIPS-->float-->double), which is suboptimal.  Maybe we need
a task item for this as a future work.

On 8/28/07, Udo Giacomozzi <address@hidden> wrote:
> Hello zou,
>
> Tuesday, August 28, 2007, 9:54:31 AM, you wrote:
> zl> What about using TWIPS(int) in edges, leave the convertion tho the
> zl> renderer interfacea? I guess agg renderer won't have much difficulty
> zl> about this(UdoG:)?).  But besides renderers,  there are still a lot to
> zl> change in the ActionScript core...
>
> Edges could be stored in integer TWIPS or perhaps it should be even so
> by definition (ie. align any edge to TWIPS).
>
> FYI, don't confuse the shape TWIPS scale with the TWIPS scale of the
> stage: a shape may be scaled down much and thus has very precise PIXEL
> coordinates - it's just the *definition* that has a limited accuracy.
>
> AGG (and most probably tri. renderers as well) have no problems with
> integer edges.
>
> A different question is if is CPU-expensive to convert integer to
> floats (ie. if it adds additional processor cycles when multiplicating
> an integer with a float)...?
>
> Udo
>
>




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