fix: selection quad bug
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@@ -105,7 +105,6 @@ void vektor_vb_rasterize(VertexBuffer* vb, VektorShapeNodeBuffer* nodebuf,
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}
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}
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vektor_edges_to_triangles(vb, &edges, nodes);
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}
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void vektor_vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2,
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@@ -52,7 +52,7 @@ void vektor_edge_to_triangles(VertexBuffer* vb, Edge e,
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VektorShapeNodeBuffer* node_buffer);
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void vektor_edges_to_triangles(VertexBuffer* vb, EdgeBuffer* edges,
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M33* transform, VektorStyle style, bool closed);
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void vektor_rasterize(VertexBuffer* vb, VektorShapeBuffer* shapes,
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void vektor_vb_rasterize(VertexBuffer* vb, VektorShapeNodeBuffer* shapes,
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double scale);
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#endif // RASTER_H_
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@@ -160,6 +160,7 @@ void vektor_canvas_geometry_changed(VektorCanvasRenderInfo* renderInfo) {
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shape_vertex_count = vb.count;
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// create selection quad if a shape is selected
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VektorBBox bbox = vektor_primitive_get_bbox(selectedShape->base.primitive);
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// expand it a little so it is not inset
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@@ -195,6 +196,7 @@ static gboolean render(GtkGLArea* a, GdkGLContext* ctx,
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// PASS 2 - draw selection quads
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if (vb.count > shape_vertex_count) {
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//g_print("vdelta: %zu\n", vb.count - shape_vertex_count);
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float time =
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(g_get_monotonic_time() - renderInfo->startupTime) / 10000000.0f;
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