Re: Closest point on GraphicsPath
From: Gerald Hernandez (Cablewizard_at_spam_remove@Yahoo.com)
Date: 10/14/04
- Previous message: Jeff Bennett: "Re: Scribble GraphicsPath Floodfill"
- In reply to: Frank Hileman: "Re: Closest point on GraphicsPath"
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Date: Thu, 14 Oct 2004 16:21:26 -0600
Yeah, you're pretty much stuck with some sort of processing of each vertex,
but it can be minimized greatly. If you do a hit test for the next full
element after getting the last minimum distance2 on occasion you can exclude
a whole polyline.
yeah, square roots are bad. never do those till you absolutely have to. ;-)
Gerald
"Frank Hileman" <frankhil@no.spamming.prodigesoftware.com> wrote in message
news:%23TSRp6isEHA.2800@tk2msftngp13.phx.gbl...
> Hi Gerald,
>
> Yes, I understand your method now. Thank you for the ideas. I was thinking
> of reducing O(n) to O(something else) but your ideas may help as well, at
> least to remove a bit of floating point multiplication and division
(square
> roots are not needed if you square the hit radius first).
>
> Frank
>
>
- Previous message: Jeff Bennett: "Re: Scribble GraphicsPath Floodfill"
- In reply to: Frank Hileman: "Re: Closest point on GraphicsPath"
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