Haiku BPolygon: Vertex Geometry, Mapping, and Safe Drawing
Construct Haiku BPolygon geometry from validated vertices, map coordinate frames safely, and draw closed shapes without stale bounds or ownership bugs.
tag
8 posts
Construct Haiku BPolygon geometry from validated vertices, map coordinate frames safely, and draw closed shapes without stale bounds or ownership bugs.
Avoid off-by-one drawing bugs with Haiku BRect inclusive edges, width semantics, invalid sentinels, intersections, and coordinate conversions.
Trace Nintendo DS geometry commands through packed FIFO writes, the internal pipe, GXSTAT, DMA thresholds, matrix state, and polygon completion.
Trace PS1 GTE inputs, fixed-point transforms, command timing, saturation, and FLAG summaries without replacing guest arithmetic with host floats.
Read legacy fixed-disk parameter vectors safely, distinguish XT and AT table layouts, and avoid confusing BIOS geometry with partitions or modern drives.
Use Haiku BAffineTransform for predictable coordinate conversion, composition, inversion, hit testing, and transform regression tests.
Build dependable AppKit rulers by aligning document coordinates, measurement units, marker ownership, scrolling geometry, and edit validation.
Debug AppKit scrolling by separating document and clip-view coordinates, tracking visible rectangles, preserving anchors, and testing magnification.