Align normals and workplanes to pixel grid.
They look much sharper and nicer this way, and more similar to 2.0.pull/33/head
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bcd8c3e790
commit
0c90cd799d
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@ -581,6 +581,7 @@ void Entity::Draw(DrawAs how, Canvas *canvas) {
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} else {
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} else {
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tail = SK.GetEntity(point[0])->PointGetNum();
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tail = SK.GetEntity(point[0])->PointGetNum();
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}
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}
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tail = camera.AlignToPixelGrid(tail);
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Vector v = (q.RotationN()).WithMagnitude(50.0 / camera.scale);
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Vector v = (q.RotationN()).WithMagnitude(50.0 / camera.scale);
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Vector tip = tail.Plus(v);
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Vector tip = tail.Plus(v);
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canvas->DrawLine(tail, tip, hcs);
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canvas->DrawLine(tail, tip, hcs);
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@ -602,6 +603,7 @@ void Entity::Draw(DrawAs how, Canvas *canvas) {
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const Camera &camera = canvas->GetCamera();
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const Camera &camera = canvas->GetCamera();
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Vector p = SK.GetEntity(point[0])->PointGetNum();
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Vector p = SK.GetEntity(point[0])->PointGetNum();
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p = camera.AlignToPixelGrid(p);
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Vector u = Normal()->NormalU();
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Vector u = Normal()->NormalU();
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Vector v = Normal()->NormalV();
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Vector v = Normal()->NormalV();
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