Thanks for checking that, Carlos. I think it should be quick to add this to
Royale after I am back from vacation.



On Mon, 20 Jan 2020, 01:21 Carlos Rovira, <carlosrov...@apache.org> wrote:

> Hi Greg,
>
> awesome work! Hope you can get ANT working soon. Although I think is not
> required and you can get to that at a later time when you have the time. I
> think the most important thing is not break maven/ant builds and not affect
> current code. Saving that, I think is safe to commit the work, and then go
> incremental from that point. I use to work in that way. If something can
> break build or running code, so it can be ensure integrity in one commit,
> then is better to work in a branch and merge as soon as you get the safe
> state.
>
> Thanks for working on that. it will make Royale even more interesting. I
> think it could be great to use in Jewel for some graphic improvements :)
>
> Looking at the example, I went through all and see all working good or with
> the issues already mentioned in the text part (Mitter, Bitmap repeat
> Error,...). Is curious to see that lines and curves seems to render better
> now in browsers than in Flash Player where still lacks of some weird
> representations when going from rect to curve.
>
> We'll be showing this as soon as you commit to develop in social networks.
> I think this can be of interest  for many people out there that can see
> Royale reaching new and important capabilities.
>
> Congrats for what you have achieved here!! Is awesome! :)
>
>
>
> El dom., 19 ene. 2020 a las 4:01, Greg Dove (<greg.d...@gmail.com>)
> escribió:
>
> > Just quickly, to add to the list at the bottom of the last email....
> > another thing you can do is download the rendered svg.
> > It should open in Inkscape or Illustrator. I have been mainly using
> > Inkscape to check that, I think it is more accurate in terms of
> conforming
> > with svg spec.
> >
> >
> > On Sun, Jan 19, 2020 at 3:41 PM Greg Dove <greg.d...@gmail.com> wrote:
> >
> > >
> > > Just a quick update on where I am at with the above.
> > > I was hoping to get the the current code for this in before I go on
> > > vacation for the next week, but I won't be able to do that (I need to
> > work
> > > through the build side of things, I have only got maven working so
> far).
> > >
> > > I have been focused recently on BitmapData support and have what I
> think
> > > is an adequate starting point for this.
> > > it is really only supporting setPixel, setPixel32, fillRect, lock,
> > unlock,
> > > dispose. I did add a couple of other methods, but have not really
> started
> > > to test those yet.
> > >
> > > If you are interested you can test this and let me know of any issues
> you
> > > see. I have a series of test suites in a live testing app I have been
> > using.
> > > (This is really meant for desktop use, but does actually show something
> > on
> > > a large screen tablet).
> > >
> > > Here is a direct link into one of the bitmap based tests:
> > >
> >
> http://interactionscript.com/royale/swf-graphics/index.html?defaultTest=4,1
> > > See instructions at the end of this email if you want more info about
> > what
> > > you can do.
> > >
> > > This is working with beginBitmapFill, and lineBitmapStyle. Smooth vs.
> > > non-smooth works on quite a few browsers, but not all browsers seem to
> > > support the non-smoothing (i.e. 'non-alias' or 'crisp' scaling) option.
> > > Repeat vs. non-repeat needs more work to get it to match because of the
> > > way that patterns work in svg vs. how this works in flash.
> > > I hope it will be possible using a feConvolveMatrix filter and a
> > > 'duplicate' option for 'edgeMode', but I only started looking into that
> > > today and need to stop for now.
> > >
> > > Browsers: So far I think the most problematic browser seems to be
> desktop
> > > Safari, although IE11 is not great for some gradients.
> > > Things seem to work ok also on mobile tablets I tested on (old iPad
> and a
> > > 6 year old Samsung Tablet with Chrome 59.x).
> > >
> > >
> > > What can you do with the testing app?
> > > It's really only to verify what works and what doesn't across browsers.
> > > But it would be great - if you have some time to play with it  - if you
> > > could check to see if there are any glaring issues that I have not yet
> > > encountered, and let me know.
> > > Here are some things you can do:
> > > 1. You can look at all the tests and compare them visually side-by-side
> > > between html5 and Flash.
> > > 2. if you see bitmapData referenced as a variable in the code display
> on
> > > the main screen, you can do things with it. For example, in the link
> > above
> > > it shows 'bitmapData0' being referenced as a var. In that case if you
> > typed
> > > 'bitmapData0.dispose()' in the javascript console, it will run that
> code
> > in
> > > both javascript and flash, you will see the drawn content that used
> that
> > > bitmapdata as a fill or stroke suddenly 'unpaint' itself visually. You
> > > could also use fillRect, and setPixel etc to run that code in both
> > > javascript and flash. Note that BitmapData api is not yet fleshed out
> > very
> > > much at all.
> > > 3. You can (at least on Chome and some other browsers) send the
> currently
> > > executed code to the javascript console. You can then copy, paste, and
> > > change some values before pressing enter to execute the same code with
> > > different settings. It will then run that code in both javascript and
> > > flash.
> > > 3. You can open the javascript console and do a bunch of arbitrary
> stuff.
> > > When you are doing that, simply imagine you already have imports for
> > > Matrix, BitmapData, Rectangle, and that you can simple type
> > > 'graphics.{myGraphicsMethodHere}' for the target graphics context.
> > >
> >
>
>
> --
> Carlos Rovira
> http://about.me/carlosrovira
>

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