On 08 Jun 2025 03:21:43 GMT, Retrograde wrote:
I say this with no hyperbole: Bill Atkinson may well have been the best computer programmer who ever lived. Without question, herCOs on the short list.
He was brilliant, but there were others of comparable brilliancy, I would say. Just within the Apple world: Steve Wozniak and Andy Hertzfeld come to mind. And it takes more than programmers: without Susan Kare, the
Macintosh UI could have ended up looking like ... the Amiga.
I'm currently attempting to draw a roundrect using x86 asm.
I'm currently attempting to draw a roundrect using x86 asm. Ok, it's
a hobby.
[Please do not mail me a copy of your followup]
"Kerr-Mudd, John" <admin@127.0.0.1> spake the secret code <20250613141833.038a305eca2288e871bdac0f@127.0.0.1> thusly:
I'm currently attempting to draw a roundrect using x86 asm.
You might find this interesting then: <https://blend2d.com/>
On Fri, 13 Jun 2025 14:18:33 +0100, Kerr-Mudd, John wrote:
I'm currently attempting to draw a roundrect using x86 asm. Ok, it's
a hobby.
For some reason, the QuickDraw graphics engine never included B|-zier
curves. If you have those, then itrCOs not hard to compute a fillet
(rounding curve) on the intersection of two lines (e.g. a corner of a rectangle). And they donrCOt even have to be at right angles.
See the rCLPath TechniquesrCY notebook here <https://gitlab.com/ldo/qahirah_notebooks>.
On Fri, 13 Jun 2025 23:48:04 -0000 (UTC)
Lawrence D'Oliveiro <ldo@nz.invalid> wrote:
On Fri, 13 Jun 2025 14:18:33 +0100, Kerr-Mudd, John wrote:
I'm currently attempting to draw a roundrect using x86 asm. Ok, it's
a hobby.
For some reason, the QuickDraw graphics engine never included B|-zier curves. If you have those, then itrCOs not hard to compute a fillet (rounding curve) on the intersection of two lines (e.g. a corner of a rectangle). And they donrCOt even have to be at right angles.
See the rCLPath TechniquesrCY notebook here <https://gitlab.com/ldo/qahirah_notebooks>.
I tried; I got a spinning circle; maybe it 'needs' javascript, or
something else I don't/won't use.
----
Bah, and indeed Humbug.
On Fri, 13 Jun 2025 15:33:58 -0000 (UTC)
legalize+jeeves@mail.xmission.com (Richard) wrote:
"Kerr-Mudd, John" <admin@127.0.0.1> spake the secret code
<20250613141833.038a305eca2288e871bdac0f@127.0.0.1> thusly:
I'm currently attempting to draw a roundrect using x86 asm.
You might find this interesting then: <https://blend2d.com/>
Written in C/C++? no I'm focussed on x86 only.
On Fri, 13 Jun 2025 23:48:04 -0000 (UTC)
Lawrence D'Oliveiro <ldo@nz.invalid> wrote:
See the rCLPath TechniquesrCY notebook here
<https://gitlab.com/ldo/qahirah_notebooks>.
I tried; I got a spinning circle; maybe it 'needs' javascript, or
something else I don't/won't use.
For some reason, the QuickDraw graphics engine never included B|-zierI don't know why they weren't added later (assuming they weren't,) but
curves. If you have those, then itrCOs not hard to compute a fillet
(rounding curve) on the intersection of two lines (e.g. a corner of a rectangle).
Lawrence D'Oliveiro <ldo@nz.invalid> wrote:
For some reason, the QuickDraw graphics engine never included B|-zier
curves. If you have those, then itrCOs not hard to compute a fillet
(rounding curve) on the intersection of two lines (e.g. a corner of a
rectangle).
I don't know why they weren't added later (assuming they weren't,) but
the reason RoundRects were a primitive unto themselves was performance. Plotting B|-zier curves in a generalized way requires *way* more math
than Atkinson's technique, which doesn't even require multiplication:
https://folklore.org/Round_Rects_Are_Everywhere.html?sort=date
On an 8 Mhz 68000, that makes quite a bit of difference.
AFAIK the algorithm goes back to Bresenham in the 1960s - althoughMight well be - I yield to those with more knowledge on that point.
itrCOs certainly possible Atkinson rediscovered it.
I don't know why they weren't added later (assuming they weren't,) but
the reason RoundRects were a primitive unto themselves was performance.
Plotting B|-zier curves in a generalized way requires *way* more math
than Atkinson's technique, which doesn't even require multiplication:
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