ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0));
}
- unsigned blen = pix_bounds.w;//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
+ int64_t blen = min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
//min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
// DeCasteljau Divide the Bezier
#ifdef BEZIER_CPU_DECASTELJAU
queue<Bezier> divisions;
divisions.push(control);
- while(divisions.size() < blen)
+ while(divisions.size() < (uint64_t)(blen))
{
Bezier & current = divisions.front();
//if (current.GetType() == Bezier::LINE)
break;
}
}
- Rect & bounds = objects.bounds[m_indexes[i]];
+ Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]);
Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
RenderBezierOnCPU(bez, bounds, view, target, c);
}
if (m_indexes[i] >= last_obj_id) continue;
- Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
- PixelBounds pix_bounds(bounds);
+
Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
+ PixelBounds pix_bounds(bounds);
if (view.ShowingFillPoints())
{
}
}
+ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds)
+{
+ x = Int64(Double(bounds.x));
+ y = Int64(Double(bounds.y));
+ w = Int64(Double(bounds.w));
+ h = Int64(Double(bounds.h));
+}
+
}