Re: Double precision drawing in Cocoa
Re: Double precision drawing in Cocoa
- Subject: Re: Double precision drawing in Cocoa
- From: email@hidden
- Date: Wed, 12 Apr 2006 23:31:27 -0700
I believe fundamentally Core Graphics and Cocoa Drawing use the same
mechanisms so the size limitation you see in cocoa, is the same as in
core graphics (e.g NSRect and CGRect share the same basic definition)
so I don't think unfortunately there is a solution. I have had the
same problem making an NSTableView with more than 100,000 rows......
multiplied by the row size and I came right up to around the 32 bit
limit before getting messy IIRC. I've filed an enhancement
request.... hopefully if more people request it the more it will
become a reality.
**If it *is* somehow possible, I think the quartz dev list would be
the best place to ask**
On 平成 18/04/12, at 17:01, John Nairn wrote:
Is there any way to get double precision drawing in appkit/
foundation? I ask because I am making a view that needs to be able to
handle *huge* sizes at pixel resolution (a hex editor), and 24 bits
of precision just doesn't cut it (I get artifacts after I scroll down
aways, and they get worse the further I go). Is there some double
version of the geometry structures (NSPoint, NSRect, etc)? Or do I
have to use Quartz / ATSUI?
I have had problems on the other end by drawing to a view with the
frame set to very small dimensions. The problems start to occur
when I get frame coordinates such that there are less than 0.0025
drawing units per pixel. In this range the scrolling starts to
develop artifacts just as you described. When it gets much smaller
(around 0.00001 drawing units per pixel) the scrolling can stop
working altogether and window updates might do nothing.
---------------
John Nairn (1-541-737-4265, FAX:1-541-737-3385)
Professor and Richardson Chair
Web Page: http://woodscience.oregonstate.edu/faculty/nairn(under
construction)
FEA/MPM Web Page: http://oregonstate.edu/~nairnj
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