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Texture-based thick lines: Simplified line width calculation code and removed hack for thickness 1.0 lines
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@ -677,9 +677,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const float AA_SIZE = 1.0f;
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const ImU32 col_trans = col & ~IM_COL32_A_MASK;
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// The thick_line test is an attempt to compensate for the way half_draw_size gets calculated later, which special-cases 1.0f width lines
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const int integer_thickness = thick_line ? ImMax((int)(thickness), 1) : 2;
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const float fractional_thickness = thick_line ? (thickness) - integer_thickness : 0.0f;
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// Thicknesses <1.0 should behave like thickness 1.0
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thickness = ImMax(thickness, 1.0f);
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const int integer_thickness = (int)thickness ;
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const float fractional_thickness = (thickness) - integer_thickness;
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// Do we want to draw this line using a texture?
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const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTexData) && (integer_thickness < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
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@ -714,7 +716,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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{
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// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus one pixel for AA
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// We don't use AA_SIZE here because the +1 is tied to the generated texture and so alternate values won't work without changes to that code
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const float half_draw_size = (thickness * 0.5f) + 1;
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const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : 1.0f;
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// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
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if (!closed)
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