OpenGL GAL: fix reserved vertices calculation in drawSegmentChain.

(cherry picked from commit 6a123e2381)
This commit is contained in:
Alex Shvartzkop 2023-07-09 16:41:05 +05:00
parent 17f02b2ff0
commit 59c06bcaf1
1 changed files with 3 additions and 3 deletions

View File

@ -2257,13 +2257,13 @@ void OPENGL_GAL::drawSegmentChain( const std::function<VECTOR2D( int )>& aPointG
auto start = aPointGetter( i - 1 ); auto start = aPointGetter( i - 1 );
auto end = aPointGetter( i ); auto end = aPointGetter( i );
VECTOR2D startEndVector = start - end; VECTOR2D startEndVector = end - start;
double lineLength = startEndVector.EuclideanNorm(); double lineLength = startEndVector.EuclideanNorm();
float startx = start.x; float startx = start.x;
float starty = end.y; float starty = start.y;
float endx = start.x + lineLength; float endx = start.x + lineLength;
float endy = end.y + lineLength; float endy = start.y + lineLength;
// Be careful about floating point rounding. As we draw segments in larger and larger // Be careful about floating point rounding. As we draw segments in larger and larger
// coordinates, the shader (which uses floats) will lose precision and stop drawing small // coordinates, the shader (which uses floats) will lose precision and stop drawing small