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authorNorbert Preining <norbert@preining.info>2020-08-07 03:02:55 +0000
committerNorbert Preining <norbert@preining.info>2020-08-07 03:02:55 +0000
commit3710c23789342d9d88783cbe9ad23eb5263a7c33 (patch)
tree1c40b2bfb9f6b652f7877ad0991f5d6b44391154 /graphics/asymptote/beziercurve.cc
parentd99fea72e367e8d4d2809b43b3b0206b1bb526b8 (diff)
CTAN sync 202008070302
Diffstat (limited to 'graphics/asymptote/beziercurve.cc')
-rw-r--r--graphics/asymptote/beziercurve.cc12
1 files changed, 6 insertions, 6 deletions
diff --git a/graphics/asymptote/beziercurve.cc b/graphics/asymptote/beziercurve.cc
index 9a5eee79f2..f3a675ce9c 100644
--- a/graphics/asymptote/beziercurve.cc
+++ b/graphics/asymptote/beziercurve.cc
@@ -16,7 +16,7 @@ void BezierCurve::init(double res)
{
this->res=res;
res2=res*res;
-
+
MaterialIndex=materialIndex;
}
@@ -25,7 +25,7 @@ inline triple normal(triple bP, triple bPP)
return dot(bP,bP)*bPP-dot(bP,bPP)*bP;
}
-void BezierCurve::render(const triple *p, bool straight)
+void BezierCurve::render(const triple *p, bool straight)
{
triple p0=p[0];
triple p3=p[3];
@@ -52,7 +52,7 @@ void BezierCurve::render(const triple *p, bool straight)
render(p,i0,i3);
append();
}
-
+
// Use a uniform partition to draw a Bezier curve.
// p is an array of 4 triples representing the control points.
// Ii are the vertex indices.
@@ -77,13 +77,13 @@ void BezierCurve::render(const triple *p, GLuint I0, GLuint I1)
triple m3=0.5*(m0+m1);
triple m4=0.5*(m1+m2);
triple m5=0.5*(m3+m4);
-
+
triple s0[]={p0,m0,m3,m5};
triple s1[]={m5,m4,m2,p3};
-
+
triple n0=normal(bezierPh(p0,p1,p2,p3),bezierPPh(p0,p1,p2,p3));
GLuint i0=data.vertex(m5,n0);
-
+
render(s0,I0,i0);
render(s1,i0,I1);
}