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authorTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2020-07-17 15:09:49 +0200
committerTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2021-07-30 23:27:40 +0900
commitfe368c43be0a1cab0a6f026bc5dd1f11e573de4e (patch)
tree8182bfa13147e138e0e0ca500b2ebaa9460e7296
parent14d22b29cf2da99268127e90fdf48a7ba5e2fb96 (diff)
Revert "hack for gradients split into adjacent polygons (tdf#133016)"
This reverts commit 777ac5456a1f24fea29931ede983b5b8ad9a063d.
-rw-r--r--drawinglayer/source/primitive2d/svggradientprimitive2d.cxx10
1 files changed, 2 insertions, 8 deletions
diff --git a/drawinglayer/source/primitive2d/svggradientprimitive2d.cxx b/drawinglayer/source/primitive2d/svggradientprimitive2d.cxx
index 80f6a475b106..7aeb1395714f 100644
--- a/drawinglayer/source/primitive2d/svggradientprimitive2d.cxx
+++ b/drawinglayer/source/primitive2d/svggradientprimitive2d.cxx
@@ -30,7 +30,7 @@
#include <drawinglayer/geometry/viewinformation2d.hxx>
#include <sal/log.hxx>
#include <cmath>
-#include <vcl/skia/SkiaHelper.hxx>
+
using namespace com::sun::star;
@@ -874,12 +874,6 @@ namespace drawinglayer::primitive2d
// use color distance and discrete lengths to calculate step count
const sal_uInt32 nSteps(calculateStepsForSvgGradient(getColorA(), getColorB(), fDelta, fDiscreteUnit));
- // HACK: Splitting a gradient into adjacent polygons with gradually changing color is silly.
- // If antialiasing is used to draw them, the AA-ed adjacent edges won't line up perfectly
- // because of the AA (see SkiaSalGraphicsImpl::mergePolyPolygonToPrevious()).
- // Make the polygons a bit wider, so they the partial overlap "fixes" this.
- const double fixup = SkiaHelper::isVCLSkiaEnabled() ? fDiscreteUnit / 2 : 0;
-
// tdf#117949 Use a small amount of discrete overlap at the edges. Usually this
// should be exactly 0.0 and 1.0, but there were cases when this gets clipped
// against the mask polygon which got numerically problematic.
@@ -893,7 +887,7 @@ namespace drawinglayer::primitive2d
basegfx::B2DRange(
getOffsetA() - fDiscreteUnit,
-0.0001, // TTTT -> should be 0.0, see comment above
- getOffsetA() + (fDelta / nSteps) + fDiscreteUnit + fixup,
+ getOffsetA() + (fDelta / nSteps) + fDiscreteUnit,
1.0001))); // TTTT -> should be 1.0, see comment above
// prepare loop (inside to outside, [0.0 .. 1.0[)