*/
void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
m_ibo.Bind();
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- int64_t blen = max((int64_t)2, min((int64_t)100, pix_bounds.w));
+ //Debug("target is (%lu, %lu)", target.w, target.h);
+ int64_t blen = 100;
+ //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+
Real invblen(1); invblen /= blen;
- Debug("Using %li lines, inverse %f", blen, Double(invblen));
+ //Debug("Using %li lines, inverse %f", blen, Double(invblen));
for (int64_t j = 1; j <= blen; ++j)
{
control.Evaluate(x[j % 2],y[j % 2], invblen*j);
{
GPUBezierCoeffs coeffs = {
Float(bez->x0), Float(bez->y0),
- Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0),
- Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
+ Float(bez->x1), Float(bez->y1),
+ Float(bez->x2), Float(bez->y2),
+ Float(bez->x3), Float(bez->y3)
};
builder.Add(coeffs);
}
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
+
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
if (neg_m) --y; else ++y;
p += two_dxdy;
}
- } while (++x < x_end);
+ } while (++x <= x_end);
}
}