[Poppler-bugs] [Bug 103795] [PATCH] Implement ArthurOutputDev::axialShadedFill

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Tue Mar 27 08:58:05 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=103795

--- Comment #11 from oliver.sander at tu-dresden.de ---
> Which kind of shading it is?

I tried it with all those from the example document you posted in Comment 6.

But it seems that I have to revisit my previous comment a little.  I am simply
experiment using the following hack:

--- a/qt5/src/ArthurOutputDev.cc
+++ b/qt5/src/ArthurOutputDev.cc
@@ -777,6 +777,7 @@ void ArthurOutputDev::stroke(GfxState *state)

 void ArthurOutputDev::fill(GfxState *state)
 {
+  m_painter.top()->setRenderHint(QPainter::Antialiasing,false);
   m_painter.top()->fillPath( convertPath( state, state->getPath(),
Qt::WindingFill ), m_currentBrush );
 }

But I just learned that this only works if the resolution we are rendering to
is high enough (using test-render-to-file-qt5).  So this needs more thought.

> I can see two solutions:
>  * Add pre/post function calls in gfx.cc before the shading is done

That would be easy, but it would mean a new API in OutputDev.h.  It's not on me
to decide whether that is a good idea.

>  * Implemnt the shading in arthuroutputdev, but make the implementation just be
> disableAA();
> doWhateverTheGfxCodeDoes();
> enableAA();

Problematic, because doWhateverTheGfxCodeDoes() is a lot of code.

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