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For Type3 glyphs with `d1` operators it's easy to compute a fallback bounding box, however for `d0` the situation is more difficult. Given that we nowadays compute the min/max of basic path-rendering operators on the worker-thread, we can utilize that by parsing these Type3 operatorLists to guess a more suitable fallback bounding box.
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SYSTEMD
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SYSTEMD
https://github.com/user-attachments/files/19126771/okm2500682934750615600.pdf
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