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));
}
- int64_t blen = min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
+ int64_t blen = min((int64_t)50,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
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
m_ibo.Bind();
+
+ // To antialias the line... causes SIGFPE because why would anything make sense
+ //glEnable(GL_BLEND);
+ //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //glEnable(GL_LINE_SMOOTH);
+ //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
continue;
for (unsigned b = path.m_start; b <= path.m_end; ++b)
{
- Rect & bbounds = objects.bounds[b];
+ Rect bbounds = view.TransformToViewCoords(objects.bounds[b]);
Bezier & bez = objects.beziers[objects.data_indices[b]];
BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
}