So here the workaround that did it to me:

protected void drawBorders(Rectangle2D.Float borderRect, BorderProps
bpsBefore, BorderProps bpsAfter, BorderProps bpsStart, BorderProps bpsEnd)
        {
                float x1 = borderRect.x;
                float y1 = borderRect.y;
                float x2 = borderRect.x + borderRect.width;
                float y2 = borderRect.y + borderRect.height;
                if (bpsStart != null)
                {
                        saveGraphicsState();
                        state.updateColor(bpsStart.color);
                        state.updateStroke(bpsStart.width / 1000f, 
bpsStart.style);
                        state.getGraph().draw(new Line2D.Float(x1, y1, x1, y2));
                        restoreGraphicsState();
                }
                if (bpsBefore != null)
                {
                        saveGraphicsState();
                        state.updateColor(bpsBefore.color);
                        state.updateStroke(bpsBefore.width / 1000f, 
bpsBefore.style);
                        state.getGraph().draw(new Line2D.Float(x1, y1, x2, y1));
                        restoreGraphicsState();
                }
                if (bpsEnd != null)
                {
                        saveGraphicsState();
                        state.updateColor(bpsEnd.color);
                        state.updateStroke(bpsEnd.width / 1000f, bpsEnd.style);
                        state.getGraph().draw(new Line2D.Float(x2, y1, x2, y2));
                        restoreGraphicsState();
                }
                if (bpsAfter != null)
                {
                        saveGraphicsState();
                        state.updateColor(bpsAfter.color);
                        state.updateStroke(bpsAfter.width / 1000f, 
bpsAfter.style);
                        state.getGraph().draw(new Line2D.Float(x1, y2, x2, y2));
                        restoreGraphicsState();
                }
        }

Dont know why a lot of calculating is done in the original drawBorderLine()
cause the workaround above is doin it pretty well and all borders are shown
thats the most important thing to me.
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