Make bezier control point coordinates relative
[ipdf/code.git] / src / objectrenderer.cpp
index 23d09c3..7a0f8cd 100644 (file)
@@ -221,10 +221,10 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
        {
                if (m_indexes[i] < first_obj_id) continue;
                if (m_indexes[i] >= last_obj_id) continue;
-               Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
-               PixelBounds pix_bounds(bounds);
+               const Rect & bounds = objects.bounds[m_indexes[i]];
+               PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
 
-               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]],CPURenderBounds(Rect(0,0,1,1), view, target));
+               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
                //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
                // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
                ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
@@ -283,7 +283,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
        for (unsigned i = 0; i < objects.types.size(); ++i)
        {
                if (objects.types[i] != BEZIER) continue;
-               Bezier bez = objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
+               const Bezier & bez = objects.beziers[objects.data_indices[i]];//objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
                
                GPUBezierCoeffs coeffs = {
                        Float(bez.x0), Float(bez.y0),

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