mw_triad at users.sourceforge.net
Mon Mar 24 23:55:03 CET 2008
Boudewijn Rempt wrote:
> On Monday 24 March 2008, Matthew Woehlke wrote:
>> Maybe this is being over-engineered. I guess what I would like to see
>> is, we have KisTool (KisStrokeTool?) that determines the stroke, the
>> stamp/tip/whatever (KisPaintTool?) that takes the stroke (preferably in
>> real time, of course!) and decides what pixels actually get "paint"
>> along the stroke, and then the Op (KisPaintEngine? KisPaintOp?) that
>> decides what to do based on that set of pixels. Some types of "paint"
>> would expand the mask from the s/t/w to simulate "bleeding", "wetness",
> That breaks when you consider that there are many algorithms that aren't
> interested at all in a set of pixels -- where the mask of a stroke is simply
"Many"? Example, please?
>> The point: for filters (and "digital paint"), you use the mask exactly
>> as you get it from the s/t/w. If you want/need bleeding when painting
>> with a filter, use a filter layer and paint on the mask (but now you can
>> use ink, watercolors, etc, on the mask...). Painting with a filter would
>> be quite different from painting the mask of a filter layer, because
>> overlapping strokes apply the filter multiple times (even overlapping
>> segments of a single stroke might do this), and of course you are
>> directly manipulating a layer...
> Well, it doesn't work that way: the dabs of a stroke may overlap, but the
> freehand filter paint tool in 1.6 cleverly gives the filter the old (pre-undo
> state, from before the stroke began), so the effect you describe doesn't
That's not a problem... I said "might" because I wasn't sure it would
work that way or not. *Not* working that way probably makes the most
sense, honestly, but anyway it's not very important. The point was I
don't think it's important to combine a non-filter paintop with a filter
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