David's final changes: more profiler features, fixes.
[ipdf/code.git] / src / objectrenderer.cpp
index 886871c..c0c44b6 100644 (file)
@@ -382,7 +382,14 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        if (m_indexes.empty()) return;
 
        unsigned first_index = 0;
-       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id)
+       {
+               unsigned new_index = (first_index + first_obj_id) / 2;
+               if (new_index != first_index && new_index < m_indexes.size() && m_indexes[new_index] < first_obj_id)
+                       first_index = new_index;
+               else
+                       first_index ++;
+       }
        unsigned last_index = first_index;
        while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
 
@@ -390,6 +397,12 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
        glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
        m_ibo.Bind();
+       
+       // To antialias the line... causes SIGFPE because why would anything make sense
+       //glEnable(GL_BLEND);
+       //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       //glEnable(GL_LINE_SMOOTH);
+       //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
 }
 
@@ -429,7 +442,7 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
                        continue;
                for (unsigned b = path.m_start; b <= path.m_end; ++b)
                {
-                       Rect & bbounds = objects.bounds[b];
+                       Rect bbounds = view.TransformToViewCoords(objects.bounds[b]);
                        Bezier & bez = objects.beziers[objects.data_indices[b]];
                        BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
                }

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