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Make bezier control point coordinates relative
[ipdf/code.git]
/
src
/
objectrenderer.cpp
diff --git
a/src/objectrenderer.cpp
b/src/objectrenderer.cpp
index
23d09c3
..
7a0f8cd
100644
(file)
--- a/
src/objectrenderer.cpp
+++ b/
src/objectrenderer.cpp
@@
-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),
UCC
git Repository :: git.ucc.asn.au