// (So can't just use the Copy constructor on the inverse of bounds)
// BRect inverse = {-bounds.x/bounds.w, -bounds.y/bounds.h, BReal(1)/bounds.w, BReal(1)/bounds.h};
Bezier result;
- if (bounds.w == 0)
+ if (bounds.w == BReal(0))
{
result.x0 = 0;
result.x1 = 0;
result.x3 = (x3 - bounds.x)/bounds.w;
}
- if (bounds.h == 0)
+ if (bounds.h == BReal(0))
{
result.y0 = 0;
result.y1 = 0;