On Fri, 28 Feb 2020 at 10:37, Tim Boudreau <[email protected]> wrote:
> I happened to be around to chat with the author of that code
Thanks for the info; I mentioned above that the code seemed strangely
complicated and I could not find any comments or history to explain
it.
> The reason:  GradientPaint's allocate large rasters (large being int[width
> * height * 4])  on every repaint.
I did not know this. But, the updated widget doesn't use gradient
paints any more, just a flat colour filled polyline and some text, so
hopefully we won't get that problem.

> Most likely the root of the problem is simply
> theGraphics.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING,
> RenderingHints.VALUE_ANTIALIASING_ON)
I believe the ugliness was caused by rendering the text + dropshadow
into a buffer created with the 'nominal' pixel dimensions, then
causing it to scale up a bit by drawing it on to the HiDPI screen
(e.g. a 125% scale, which resulted in blockiness). As mentioned by
David Green above it looks OK if the drop shadow effect is turned off.
In this case text was drawn straight onto the Graphics2D.

If you wouldn't mind running an eye over the code that would be great!

Pete

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