fix: a dense trace is drawn one pixel column at a time, so it cannot moiré

At a high rate, a high frequency or on noise the plots banded visibly and the bands
crawled under a pan. Three things compound to produce it, none a bug alone: a
pyramid bucket spans one to two pixel columns, Envelope emits two points per bucket
so each contributes a near-vertical hairline and a near-vertical connector, and
every one lands at a fractional x because a trace is deliberately not snapped --
so a column's brightness beats against the pixel grid, and a pan sweeps the beat.

The cure is upstream (deps/plotter, pin moved): draw_traces reduces such a window
onto the pixel grid, one snapped vertical segment per column from that column's
lowest to its highest value. One sub-pixel phase for the whole trace, so there is
nothing left to beat, and the geometry is bounded by axes.w rather than by the
buckets.

frame path: gains a columns= field, which is what separates "the segment count
collapsed because the reduction ran" from "the window got narrower". On the fast
mock at 3 kHz over 20 s: columns=1200, segments 2041/2237 over 1201 painted frames,
against columns=0, segments 10960/216093 over 263 before -- the same run at 4.6x
the frame rate, with trace ink: clean either way.

Also corrects the documented mock invocation: --batch 20000 exceeds the datagram
limit and the mock dies with Errno 90.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Martino FerrariandClaude Opus 4.6 committed 2026-10-06 02:02:52 +02:00
1 parent 62df049f53
commit 5f5b87ca60
5 files changed
+94 -8

No files matched your search

+7
View File
@@ -35,6 +35,13 @@ The full table is in the shortcut overview (<tt>Ctrl+/</tt>).
• Zooming hard into a held capture is exact. The renderer finds the visible samples by binary
search over the real timestamps, never over a nominal sample grid, so a capture whose clock
wandered does not drift away from its axis as you zoom.
• A trace holding far more samples than the plot has pixels is drawn <i>one pixel column at a
time</i>: each column is a single vertical line from the lowest to the highest value that falls
in it. Drawn as a polyline instead, such a window puts three or four near-vertical lines in
every column at slightly different sub-pixel positions, and how they overlap beats against the
pixel grid — which reads as bands of light and dark that <i>crawl</i> as you pan. One line per
column removes the beat, and it is also much faster: a 1 MS/s view costs a couple of thousand
line segments a frame instead of a couple of hundred thousand.
<b>Example</b>