On Wed, 21 Jun 2023 22:59:41 GMT, Andy Goryachev wrote:
>> The text run selected in `PrismTextLayout::getHitInfo()` method for
>> character index calculation was not correct when Text node was embedded in
>> TextFlow. Hence wrong character index value was calculated for the same.
>>
>> Since o
Correcting myself:
Currently I am working on Metal implementation of Texture maps in JavaFX 3D :
https://bugs.openjdk.org/browse/JDK-8310109 and not on adding nearest
sampling(which last mail can imply).
Thanks,
Jay
From: openjfx-dev on behalf of Jayathirth Rao
Daarapuram Venkatesh Murthy
Da
Currently I am working on Metal implementation of the same and has no bandwidth
to work on additional OpenGL thing.
But I can help in reviewing the code if we come up with addition of nearest
filtering.
Thanks,
Jay
From: openjfx-dev on behalf of Nir Lisker
Date: Wednesday, 21 June 2023 at 9:
On Fri, 24 Feb 2023 10:04:48 GMT, Dean Wookey wrote:
>> Each time a menu would change scenes, a new set of ListChangeListeners would
>> be added to the items in the menu. The bigger problem however is that these
>> list change listeners have a strong reference to the scene which is
>> potentia
On Wed, 21 Jun 2023 06:34:00 GMT, Karthik P K wrote:
> The text run selected in `PrismTextLayout::getHitInfo()` method for character
> index calculation was not correct when Text node was embedded in TextFlow.
> Hence wrong character index value was calculated for the same.
>
> Since only x, y
On Wed, 21 Jun 2023 18:54:40 GMT, Andy Goryachev wrote:
> I guess we don't change the copyright year because we don't change the actual
> content? Or should it be changed?
Right. Even if we did want to change it, I would just let our copyright scripts
update it, rather than doing it manually (
On Wed, 21 Jun 2023 15:05:47 GMT, Kevin Rushforth wrote:
> This is a doc cleanup task to convert all `package.html` files to
> `package-info.java`, which is the recommended way to provide package
> documentation.
>
> The first commit is the result of running a shell script that
> @jonathan-gi
On Wed, 21 Jun 2023 18:35:50 GMT, Andy Goryachev wrote:
> String converters link got lost in allpackages-index and index-all. is this
> intentional?
It's the other way around. That link is _not_ present in the existing JavaFX
API docs because of the redundant first sentence. It is now there be
On Wed, 21 Jun 2023 15:05:47 GMT, Kevin Rushforth wrote:
> This is a doc cleanup task to convert all `package.html` files to
> `package-info.java`, which is the recommended way to provide package
> documentation.
>
> The first commit is the result of running a shell script that
> @jonathan-gi
On Wed, 21 Jun 2023 15:05:47 GMT, Kevin Rushforth wrote:
> This is a doc cleanup task to convert all `package.html` files to
> `package-info.java`, which is the recommended way to provide package
> documentation.
>
> The first commit is the result of running a shell script that
> @jonathan-gi
On Wed, 21 Jun 2023 15:05:47 GMT, Kevin Rushforth wrote:
> This is a doc cleanup task to convert all `package.html` files to
> `package-info.java`, which is the recommended way to provide package
> documentation.
>
> The first commit is the result of running a shell script that
> @jonathan-gi
On Mon, 26 Dec 2022 03:03:50 GMT, Michael Strauß wrote:
> On Windows, a `Stage` that is restricted by minimum and maximum sizes can
> briefly be observed to appear with incorrect dimensions when it is first
> shown. The root cause of this bug is that the native `WinWindow._setBounds`
> method
>
> If I remember correctly, in OpenGL you parse the texture filter when the
> texture is being created, while in DirectX as it is bound
>
> to the sampler (it is a sampler state after all) it would have to be set
> before every render call. However it shouldn’t make any
>
> API difference really,
On Sat, 13 May 2023 17:22:53 GMT, Michael Strauß wrote:
>> On Windows, a `Stage` that is restricted by minimum and maximum sizes can
>> briefly be observed to appear with incorrect dimensions when it is first
>> shown. The root cause of this bug is that the native `WinWindow._setBounds`
>> met
This is a doc cleanup task to convert all `package.html` files to
`package-info.java`, which is the recommended way to provide package
documentation.
The first commit is the result of running a shell script that @jonathan-gibbons
provided. The second commit removes an errant `` tag from the
`p
> This fixes ResourceBundle loading by calling `ResourceBundle.getBundle(value,
> Locale.getDefault())` when the loader resources are null or their classloader
> is null.
> Apparently the original author of the bug report said they would submit a
> pull request, but it seems like it never ha
My preference would be to add support only for Linear and Nearest in any
case.
-- Kevin
On 6/21/2023 4:48 AM, Matija Brown wrote:
As Jayathrith said, in OpenGL as well as Metal only NEAREST and LINEAR
filters are available.
There might be a way of getting around it by implementing some ow
On Wed, 21 Jun 2023 10:43:39 GMT, Guillaume Tâche wrote:
> This fixes ResourceBundle loading by calling `ResourceBundle.getBundle(value,
> Locale.getDefault())` when the loader resources are null or their classloader
> is null.
> Apparently the original author of the bug report said they wo
As Jayathrith said, in OpenGL as well as Metal only NEAREST and LINEAR filters
are available.
There might be a way of getting around it by implementing some own algorithm
for OpenGL and Metal but that seem slightly
over the top. So either one would have to keep the options limited to the two
su
In OpenGL we set GL_LINEAR by default at :
https://github.com/openjdk/jfx/blob/0d9dcf38275528e1b621d71631aac5bdb9452110/modules/javafx.graphics/src/main/java/com/sun/prism/es2/ES2Texture.java#L221
And Metal supports only two types of Min/Max filters : Nearest(default) and
Linear. So even if D3D
This fixes ResourceBundle loading by calling `ResourceBundle.getBundle(value,
Locale.getDefault())` when the loader resources are null or their classloader
is null.
Apparently the original author of the bug report said they would submit a pull
request, but it seems like it never happened.
-
>
> First of all, please excuse directly e-mailing you earlier today. Working
> with mailing lists is quite new for me and apparently I forgot to add
>
> the mailing list to cc.
>
I didn't get any private email, so you seem to be doing better than you
thought with the mailing list :)
> With the
First of all, please excuse directly e-mailing you earlier today. Working with
mailing lists is quite new for me and apparently I forgot to add
the mailing list to cc.
With the OpenGL-side I do have some experience. Concerning the D3D-side of
things it would probably mean convincing
Somebody tha
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