Points of Graphic Oval

Sannyasin Brahmanathaswami brahma at hindu.org
Thu Aug 3 01:07:51 EDT 2017

Mark thanks for an adventure into the clean air of abstract thought…. 

"This can be seen from the fact that to compute cos/sin/tan (which are the mathematical primitives in some sense acting here) require a 'taylor' expansion which is an infinite polynomial sequence (with order tending to infinity) which converges to the required value. "

That not exactly what I thought, but what I "saw"     hence my  wonderment about "sides"

"at the level of working out what pixels to render it is a polygon."
OK I can sleep now… 

at a virtually visually non-existent segment flatness of .5 pixels

I give it a "Bézier existential" rating of "true arc"    

as HH said… moving the puzzle tile through 360 points over 2 seconds looks as smooth as a real "ball toss" in actual space (true arc)

Peace at last


On 8/2/17, 9:43 AM, "use-livecode on behalf of Mark Waddingham via use-livecode" <use-livecode-bounces at lists.runrev.com on behalf of use-livecode at lists.runrev.com> wrote:

    Basically if you set flatness to be 0.5 pixels then the human eye cannot distinguish the difference (when taking into account the visual quantisation that occurs - resolution of the screen and antialiasing more than makes up for it).
    So, at the level of the graphic object it is a true arc, at the level of instructing the graphics library it is a Bézier approximation but at the level of working out what pixels to render it is a polygon.
    Whether that means the engine works in true ovals or not, I'll leave to whatever existential proclivities you hold ;)

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