OpenGL GAL: fix reserved vertices calculation in drawSegmentChain.
(cherry picked from commit 6a123e2381)
This commit is contained in:
@@ -2257,13 +2257,13 @@ void OPENGL_GAL::drawSegmentChain( const std::function<VECTOR2D( int )>& aPointG
|
||||
auto start = aPointGetter( i - 1 );
|
||||
auto end = aPointGetter( i );
|
||||
|
||||
VECTOR2D startEndVector = start - end;
|
||||
VECTOR2D startEndVector = end - start;
|
||||
double lineLength = startEndVector.EuclideanNorm();
|
||||
|
||||
float startx = start.x;
|
||||
float starty = end.y;
|
||||
float starty = start.y;
|
||||
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
|
||||
// coordinates, the shader (which uses floats) will lose precision and stop drawing small
|
||||
|
||||
Reference in New Issue
Block a user