as as said eps is 90% ps and the devil is in the details
and eps is. not ps but may be fpvectorial handles ps and. eps both
the original post is for ps
sorry for my iignorance:
can you point me with simple links to:
1: an fpvectorial for an equvalent of ps2ps
2: font rendering code of ttf an pbf/ psf fonts glif and here is the default forder for .psf ttf fonts files.
3: patern filll with cliping regions on deviceN bitmaps
4: color managment system code for cmyk 1bit biitmap rendering to fogra39 profile and where are the other color profiles stored?
5: handling color separations of rgb to ciellab color space
6: grapient fill by @proc with stack push / restore
7: rendering of device indepentent color space
8: color trapping and overprinting on lets say deviveN with spot colors + cmyk
9: OPI handling in fpvectorial
10: simple rendering of ps to bitmmap with XObjects proc and spot colors mapping for layered tifs with alpha chanels?
11. handling of registration color gradients
12. 1bit rendering for euclidian, eleptical and stohastic screening with black dot compensation and under color removal
13. memory limits for gradient rendering on device independent bitmaps
14. handling different stoke origins and end caps
for such a complete and mature implementation it will be an easy task to pin point me exact lines in code
³
thanks in advance
ps :
for all who will continue the discution on ps please give some hints on the following simple newbie code before arguing with me :
gsave
newpath
0 0 moveto
(X) false charpath flattenpath pathbbox
grestore
how many values on the stack after this code?
cheers