Texture-based thick lines: Only use textured lines for integer line widths

docking
Ben Carter 4 years ago committed by omar
parent 78d6bdf080
commit b5bae9781d

@ -681,8 +681,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const int integer_thickness = (int)thickness;
const float fractional_thickness = thickness - integer_thickness;
// Do we want to draw this line using a texture?
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX);
// Do we want to draw this line using a texture? (for now, only draw integer-width lines using textures to avoid issues with the way scaling occurs)
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_AA_LINES_WIDTH_MAX) && (fractional_thickness >= -0.00001f) && (fractional_thickness <= 0.00001f);
// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTexData unless ImFontAtlasFlags_NoAALines is off
IM_ASSERT_PARANOID((!use_texture) || (!(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoAALines)));

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