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When using PShape and PVector calculations alongside with native Path2D.Double objects (using various conversions) there are obvious, randomly appeared but systematic rendering artifacts - rounding errors (same result when using same parameter values) upon all kinds of calculations, transformations etc. With all that CPU processing power around, I guess there is no practical reason of not adding Double coordinate support for all classes without braking compatibility with existing projects.
Benefits
Use PShape and PVector classes alongside with other classes that support natively double precision coordinates like Path2D without precision errors. Future proof Processing projects.
Possible challenges
I do not have a clue what might be the impact in codebase. I guess there should be a compatibility code care for all existing projects and default will be Float.
Relevant sub-area for this feature?
Core/Environment/Rendering
Feature description
When using PShape and PVector calculations alongside with native Path2D.Double objects (using various conversions) there are obvious, randomly appeared but systematic rendering artifacts - rounding errors (same result when using same parameter values) upon all kinds of calculations, transformations etc. With all that CPU processing power around, I guess there is no practical reason of not adding Double coordinate support for all classes without braking compatibility with existing projects.
Benefits
Use PShape and PVector classes alongside with other classes that support natively double precision coordinates like Path2D without precision errors. Future proof Processing projects.
Possible challenges
I do not have a clue what might be the impact in codebase. I guess there should be a compatibility code care for all existing projects and default will be Float.
Additional context
An Article about the precision artifacts: https://blog.generativedarkroom.com/why-i-switched-from-processing-to-openrndr-b50c931d21ae
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