OpenGL GAL: fix reserved vertices calculation in drawSegmentChain.

This commit is contained in:
Alex Shvartzkop 2023-07-09 16:41:05 +05:00
parent 8f9a67063a
commit 6a123e2381
1 changed files with 3 additions and 3 deletions

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@ -2284,13 +2284,13 @@ 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