Will have an experiment with composite fill styles over this Easter break.
> -----Original Message-----
> From:
[hidden email]
> [mailto:
[hidden email]]On Behalf Of Igor Stasenko
> Sent: 01 March 2008 11:00 PM
> To: Squeak's User Interface
> Subject: Re: [UI] A small change... for a start
>
>
> On 01/03/2008, Travis Kay <
[hidden email]> wrote:
> > Gary,
> >
> > This sounds like a good idea to me; improves the overall
> design and adds
> > some very nice flexibility.
> >
>
> Indeed!
> Interesting, that if we step back and look at things at more abstract
> approach, then all operations like fills and borders is nothing more
> than a function:
> f (shape)
> where shape is polygonal (can be hollow or not).
>
> >From engine's POV things could be unified - there is no need to
> distinct between fills and drawing borders.
> The difference lies in kind of operation and its parameters, but
> everything is always based on shape.
>
> Baloon engine are quite limited to solid fills and 2 kinds of
> gradient fills.
> There can be much more techniques based on different pixel operations
> by having polygonal shape:
> - embossing
> - outer/inner glows and shadows
> and many more.
>
> But even having current primitive capabilities we can achieve much
> more if use composite fill styles:
> f(shape) = a(shape)*b(shape)*c(shape)...
>
> where a,b,c is basic kinds of operations, currently available to us.
>
> --
> Best regards,
> Igor Stasenko AKA sig.
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