for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
// Using bresenham's lines now mainly because I want to see if they work
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
{
for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
{
- double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
- double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
+ Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
+ Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
int64_t index = (x+target.w*y)*4;
- if (dx*dx + dy*dy <= 1.0)
+ if (dx*dx + dy*dy <= Real(1))
{
target.pixels[index+0] = 0;
target.pixels[index+1] = 0;
target.pixels[index+2] = 0;
target.pixels[index+3] = 255;
-
}
}
}
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_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);
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
- for (auto bez : objects.beziers)
+ for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
{
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->x0), Float(bez->y0),
+ Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0),
+ Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
};
builder.Add(coeffs);
}