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* because <tt>gfxFloat</tt> is a floating point type, changing the sequence of arithmetic operations may change what actually gets drawn (see {{bug|376180}} for an example of this) | * because <tt>gfxFloat</tt> is a floating point type, changing the sequence of arithmetic operations may change what actually gets drawn (see {{bug|376180}} for an example of this) | ||
* <tt>nsRenderingContextThebes</tt> currently has easy access to the nscoord-to-device conversion ratio (<tt>mP2A</tt> and the <tt>FROM_TWIPS</tt>[sic] macros), whereas it's somewhat awkward to get it from a paint method (<tt>PresContext()->AppUnitsPerDevPixel()</tt> is the best way I can find, and that expands to something like four pointer dereferences under the hood). | * <tt>nsRenderingContextThebes</tt> currently has easy access to the nscoord-to-device conversion ratio (<tt>mP2A</tt> and the <tt>FROM_TWIPS</tt>[sic] macros), whereas it's somewhat awkward to get it from a paint method (<tt>PresContext()->AppUnitsPerDevPixel()</tt> is the best way I can find, and that expands to something like four pointer dereferences under the hood). | ||
* | * There are several bugs relating to coordinate systems and behavior at overflow: {{bug|265084}}, {{bug|370006}}, {{bug|379616}}, (please add to this list...) | ||
Possibilities: | Possibilities: | ||
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