[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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