Fixed stroked semicircles Z coordinate in shaderless OpenGL backend.
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@ -1027,7 +1027,7 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
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double innerScale = 1.0 - lineWidth / aRadius;
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Save();
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Translate( aCenterPoint );
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translate3( aCenterPoint.x, aCenterPoint.y, layerDepth );
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Scale( VECTOR2D( aRadius, aRadius ) );
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Rotate( aAngle );
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@ -1057,13 +1057,13 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
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next = i + 2;
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}
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vertex3( circle[i].x * innerScale, circle[i].y * innerScale, layerDepth );
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vertex3( circle[i].x, circle[i].y, layerDepth );
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vertex3( circle[next].x * innerScale, circle[next].y * innerScale, layerDepth );
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vertex3( circle[i].x * innerScale, circle[i].y * innerScale, 0.0 );
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vertex3( circle[i].x, circle[i].y, 0.0 );
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vertex3( circle[next].x * innerScale, circle[next].y * innerScale, 0.0 );
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vertex3( circle[i].x, circle[i].y, layerDepth );
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vertex3( circle[next].x, circle[next].y, layerDepth );
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vertex3( circle[next].x * innerScale, circle[next].y * innerScale, layerDepth );
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vertex3( circle[i].x, circle[i].y, 0.0 );
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vertex3( circle[next].x, circle[next].y, 0.0 );
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vertex3( circle[next].x * innerScale, circle[next].y * innerScale, 0.0 );
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}
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end();
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