I'm curious. Is QD implemented on top of CG or is it seperate?
Quickdraw is a separate implementation.
On Jun 10, 2007, at 08:43 PM, Steve Mills wrote:
If I remember correctly, it's been pointed out before that adding
0.5 won't always work, like when 1 pixel does not equal 1 screen
pixel. Scalable UI or future hi-res displays, that sort of thing.
That's why I always prefer to turn off antialiasing when I need to
do this.
For resolution independence, you should be able to use the
CGContextConvert[Point|Size|Rect]To[Device|User]Space() APIs (they
are at the bottom of CGContext.h) to get alignment while retaining
anti-aliasing.
On Jun 10, 2007, at 08:51 PM, Steve Mills wrote:
The old xor drawing mode of QD went away with Quartz, although I
think they finally added it back within the last year or so,
although I can't find it now. Sure, in most cases repeatedly
erasing and redrawing path sketches when creating/reshaping a shape
is fine and not a big hit on performance, but QD's xor drawing
produced results that were easier to see and understand, like when
a frame covers the bits beneath it that you're trying to see; QD
simply inverted them so you could still tell what they were, but
drawing with Quartz over the top obliterates them.
The technique for getting something xor-like is to use the
kCGBlendModeDifference blend mode. You set that as the current blend
mode and then draw in white over the area whose color you wish to
invert. Blend modes are available in 10.4 or later and can do quite a
bit =).
--
Reality is what, when you stop believing in it, doesn't go away.
Failure is not an option. It is a privilege reserved for those who try.
David Duncan
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