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I ran into an issue where the strokes of some pathes varied from frame to frame. Suddenly the pathes got twice as wide. After checking out your code i narrowed the culprit down to the different implementation of "sTracePathStrokeSimple" and "sTracePathStrokeAdvanced" in your "sStrokePath" function.
Before the sTracePathStrokeSimple gets called, you transform the context by calling: CGContextConcatCTM(context, state->affineTransform);
In the routine that calls sTracePathStrokeAdvanced there is no such context-transform, because all point-transformations happen in the sTracePathStrokeAdvanced function.
The problem now is that the Context is not getting scaled for the CGContextDrawPath calls if the code enters the sTracePathStrokeAdvanced routine.
There is a simple fix:
Add the CGContextConcatCTM(context, state->affineTransform); after sTracePathStrokeAdvanced gets called. Like this:
Hey,
I ran into an issue where the strokes of some pathes varied from frame to frame. Suddenly the pathes got twice as wide. After checking out your code i narrowed the culprit down to the different implementation of "sTracePathStrokeSimple" and "sTracePathStrokeAdvanced" in your "sStrokePath" function.
Before the sTracePathStrokeSimple gets called, you transform the context by calling: CGContextConcatCTM(context, state->affineTransform);
In the routine that calls sTracePathStrokeAdvanced there is no such context-transform, because all point-transformations happen in the sTracePathStrokeAdvanced function.
The problem now is that the Context is not getting scaled for the CGContextDrawPath calls if the code enters the sTracePathStrokeAdvanced routine.
There is a simple fix:
Add the CGContextConcatCTM(context, state->affineTransform); after sTracePathStrokeAdvanced gets called. Like this:
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