Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- Debug("target is (%lu, %lu)", target.w, target.h);
- int64_t blen = 1;
- if ((control.x1 != control.x2 || control.y1 != control.y2)
- && (control.x1 != control.x0 || control.y1 != control.y0))
- {
- blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
- }
+ //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), Float(bez->y1),
- Float(bez->x2), Float(bez->y2)
+ Float(bez->x2), Float(bez->y2),
+ Float(bez->x3), Float(bez->y3)
};
builder.Add(coeffs);
}
if (neg_m) --y; else ++y;
p += two_dxdy;
}
- } while (++x < x_end);
+ } while (++x <= x_end);
}
}