Another look at Bresenham

from a more mathematical point of view...
...from computer code optimisation to geometry

main equations

(1) y = m x + b = DY/DX * x + b

y0 = m x0 + b

y1 = m x1 + b

(2) m = (y1 - y0)/(x1 - x0) = DY/DX

b = y0 - m x0

working hypothesis

(3) Let's consider for the demonstration that 0 <= m <= 1 and x0 < x1

<=> from one given step of the algo, we only have to chose between 2 pixels for the next step.

(and DX > 0)

which of two possible pixel positions is closer to the line path at each sample step