Whether using a retained mode or an immediate mode graphics API, the programmer must specify the geometry that the API eventually draws onto a pixel buffer. A pixel buffer is a two-dimensional array of pixels. Those pixels are most naturally referenced by integer indices.
How do you represent geometry in a graphics API? Do you use DiscreteCartesianGeometryPrimitives or ContinuousCartesianGeometryPrimitives?
One or more of these applies:
However, programmers using the API demand fairly sophisticated facilities, including affine transformations and anti-aliasing.
Therefore:
Represent geometry using fixed-point values, which can be stored and manipulated using integer primitives.
With FixedPointCartesianGeometryPrimitives, it is possible to use sub-pixel positioning, which takes advantage of antialiasing and the display manager's SingleTransform. Therefore, DiscreteCartesianGeometryPrimitives are not only really useful in a StructuredGraphics framework, but also work well in a SceneGraph.
Most languages do not natively support fixed point values, so maths with fixed point values (also known as FixedPrecisionIntegers) is more verbose and harder to read than with the native numerical types.
This pattern is found in places in the JavaAdvancedImaging? API, but it isn't pretty; ideally, there would be a Fixed type which implemented all the basic maths, but instead, it is done with plain integers, so code has to do all the twiddling itself. Worse, the scale isn't statically fixed, but determined by passing around scale factors, so each value is actually two integers - have fun trying to return a fixed-point value from a function ...
The core XwindowProtocol uses DiscreteCartesianGeometryPrimitives with 16-bit x and y values. This was found lacking for many of the reasons above plus the limitations of 16-bit coordinate resolution. The Render extension was introduced to grant anti-aliasing via client-side glyph generation, image composition, sub-pixel rendering, and affine transforms. Render uses FixedPointCartesianGeometryPrimitives, using a 24/8 integer/fract allocation.
Also see: GraphicsPatterns