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## Re: Gets vertical skylines from grob stencils (issue 5626052)

 From: Han-Wen Nienhuys Subject: Re: Gets vertical skylines from grob stencils (issue 5626052) Date: Thu, 1 Mar 2012 08:23:48 -0300

```On Thu, Mar 1, 2012 at 8:01 AM, David Kastrup <address@hidden> wrote:
> Han-Wen Nienhuys <address@hidden> writes:
>
>> 2012/3/1 Janek Warchoł <address@hidden>:
>>
>>> From what i see, the skylines are now more precise than they need to
>>> be - every glyph has a skyline of 10 or so boxes, even if it's a
>>> single letter! (see attached)
>>> I think the proper solution would be to:
>>> a) set minimal "step" size to 0.2 staffspace (or more in case of
>>> bigger objects)
>>> b) change outlines from "stairs" to glued lines (what Joe suggested).
>>> This would allow for even less "fragments" for each skyline.
>>
>> It's neat that you are generating such precise skylines, but can you
>> show places where this makes an appreciable difference for texts?
>>
>> You could look into some heuristic that limits the number of boxes
>> depending on their shapes, so it creates a single box for most glyphs.
>>
>> For example, you could take the box enclosing the glyph and compare
>> its area with that of the union of the boxes, and revert to one box if
>> the difference is less than X percent.
>
> Percentage of area differences sounds like a recipe for disaster.  Once
> one box gets large enough, it will eat every small box in its vicinity
> because any single one will not make a large percentual difference.

Well, perhaps there is another method.  I just want to point out that
it is a waste to represent the extent of the letter 'n' with 10 boxes,
and we should be able to do better.

--
Han-Wen Nienhuys - address@hidden - http://www.xs4all.nl/~hanwen

```

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