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Home » U++ Library support » Draw, Display, Images, Bitmaps, Icons » Strange issue with text in Painter
Re: Strange issue with text in Painter [message #50884 is a reply to message #50881] Fri, 11 January 2019 18:50 Go to previous messageGo to previous message
Tom1
Messages: 1212
Registered: March 2007
Senior Contributor
mirek wrote on Fri, 11 January 2019 16:43
Still no clues... Anyway, let us modify logging a bit:

void ApproximateChar(LinearPathConsumer& t, Pointf at, int ch, Font fnt, double tolerance)
{
	PAINTER_TIMING("ApproximateChar");
	Value v;
	INTERLOCKED {
		DLOG("==== ApproximateChar " << ch << " " << (char)ch << " " << fnt << ", tolerance: " << tolerance);
		PAINTER_TIMING("ApproximateChar::Fetch");
		static LRUCache<Value, GlyphKey> cache;
		cache.Shrink(500000);
		sMakeGlyph h;
		h.gk.fnt = fnt;
		h.gk.chr = ch;
		h.gk.tolerance = tolerance;
		v = cache.Get(h);
		DDUMP(ValueTo< Vector<float> >(v));
#if 1
		GlyphPainter chp;
		chp.move = chp.pos = Null;
		chp.tolerance = tolerance;
		PaintCharacter(chp, Pointf(0, 0), ch, fnt);
		DDUMP(chp.glyph);
		ASSERT(ValueTo< Vector<float> >(v) == chp.glyph);
#endif
	}
	const Vector<float>& g = ValueTo< Vector<float> >(v);
	int i = 0;
	while(i < g.GetCount()) {
		Pointf p;
		p.x = g[i++];
		if(p.x > 1e30) {
			p.x = g[i++];
			p.y = g[i++];
			t.Move(p + at);
		}
		else {
			PAINTER_TIMING("ApproximateChar::Line");
			p.y = g[i++];
			t.Line(p + at);
		}
	}
}


(If error is here, it should also assert....)


Strangely enough, this did not exhibit the problem at all. There are no buggy letters, as far as I could tell from looking around the map for 30 minutes. No asserts either, but that is to be expected as the problem did not surface here... I have been running with MSBT17x64 but I must next look at 32-bit compiler to see if it behaves differently. And maybe test on Linux too to see if the behavior changes.

I will continue with this on Monday...

As for the transformation matrix, I cannot see a chance for it to change between successive letters. That would require another thread to break the matrix, but this issue happens in ST too, so I think it is next to impossible.

Anyway, thanks for your efforts on this so far and have a nice weekend!

Tom

 
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