[squeak-dev] Re: Update on Morphic 3

Juan Vuletich juan at jvuletich.org
Wed Jun 2 12:02:05 UTC 2010


Andreas Raab wrote:
> Very interesting, thanks. One thing I noticed was your comment on:
>
> "The next example is interesting because it exhibits a common problem 
> with vector graphics. If you have adjacent polygons, the anti aliased 
> edges superimpose and create this white line artifact. You can see 
> that the Morphic 3 image is a lot less pixelated. But look below...
>
> ...
>
> This last one is done with a new technique I developed for Morphic 3 
> that completely avoids the problem, without creating other artifacts 
> and without any need for user intervention."
>
> Can you say something about what you're doing? I'm curious about what 
> you've done to address this issue (and whether it's applicable to 
> real-time rendering).
>
> Cheers,
>   - Andreas

I can't say much right now. I hope you understand. What I can tell you 
is that it is a post processing done on the rendering of a group of 
polygons. So it fills naturally in my #exportAsPNG: method. It is not 
too expensive, it makes my export operation about 20% slower. So, it 
might be adapted to real-time drawing of the morphic desktop. The issue 
is that if it is done on a morph by morph basis (so that drawing of 
different morphs is independent as it is today), then it would avoid the 
defect if it occurs between polygons belonging in the same morph, but 
not on polygons belonging to different morphs.

In short, it seems possible, but not yet done.

Cheers,
Juan Vuletich

>
> On 6/1/2010 2:40 PM, Juan Vuletich wrote:
>> Hi Folks,
>>
>> I've updated the Morphic 3 stuff at www.jvuletich.org. I have been
>> working a lot recently, uploaded several very cool samples for you to 
>> see.
>>
>> I also want to thank publicly to Stef Ducasse and ESUG, as they are
>> sponsoring Morphic 3 via the "support your project" program, described
>> in http://www.esug.org/Promotion/Project . Thanks ESUG!
>>
>> Comments welcome.
>>
>> Cheers,
>> Juan Vuletich
>>
>>
>
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