[PATCH 5/5] d2d1: Implement initial support for quadratic bezier outlines.

Henri Verbeet hverbeet at gmail.com
Mon May 22 02:26:25 CDT 2017


On 22 May 2017 at 07:21, Dmitry Timoshkov <dmitry at baikal.ru> wrote:
> I guess that it's always possible to try justifying one way of doing
> math as a most preferred one. But in the case when one has to choose
> between "(a + b) * c" and "a * c + b * c" it's better to use common
> sense IMO. Since there are numerous ways how to compute linear blending,
> and every of them will always have subtle differences, is it really
> possible to plausibly explain a personal preference or justify some
> choice? Is there really "the true one" instead of considering every
> way having equal starting value?
>
Well, you're the one trying to justify changing the current code, but yes.

There's a trade-off between performance and accuracy here. As I said
in my initial reply, I don't think it really matters one way or
another here, but there may very well be other places where trading
accuracy for performance would be a legitimate choice to make. You
seem to be arguing that there's no trade-off at all instead. Even if
that were true, and it isn't — please read up on floating point
computation before continuing that line of argument, that wouldn't
justify changing the code, or indeed even arguing about it.



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