37f472c8d0
For backends that do the object-to-device coordinates transformation directly, it's necessary to also convert the size of line width. But simply multiplying it with the matrix can also rotate the line width "vector", making it e.g. negative. So don't use just the X coordinate, use vector length for the transformation, which is ok. In fact it doesn't even make sense to treat width as a vector, because a width simply is not a vector (and for this reason it's also not actually used). Change-Id: I1241c9cb29155df105170d568a879ebc32b11a5f Reviewed-on: https://gerrit.libreoffice.org/c/core/+/93203 Reviewed-by: Tomaž Vajngerl <quikee@gmail.com> Tested-by: Jenkins |
||
---|---|---|
.. | ||
win | ||
x11 | ||
BufferObject.hxx | ||
DeviceInfo.hxx | ||
FixedTextureAtlas.hxx | ||
framebuffer.hxx | ||
gdiimpl.hxx | ||
LineRenderUtils.hxx | ||
PackedTextureAtlas.hxx | ||
program.hxx | ||
RenderList.hxx | ||
RenderState.hxx | ||
salbmp.hxx | ||
texture.hxx | ||
TextureState.hxx | ||
VertexUtils.hxx | ||
zone.hxx |