diff options
Diffstat (limited to 'vcl/opengl/LineRenderUtils.cxx')
-rw-r--r-- | vcl/opengl/LineRenderUtils.cxx | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/vcl/opengl/LineRenderUtils.cxx b/vcl/opengl/LineRenderUtils.cxx index 61d0dc38457c..e130fb93bb22 100644 --- a/vcl/opengl/LineRenderUtils.cxx +++ b/vcl/opengl/LineRenderUtils.cxx @@ -121,8 +121,8 @@ void LineBuilder::appendBevelJoint(glm::vec2 const& point, const glm::vec2& prev // All the magic is done by the fact that we draw triangle strips, so we // cover the joins correctly. - glm::vec2 prevNormal = glm::vec2(-prevLineVector.y, prevLineVector.x); - glm::vec2 nextNormal = glm::vec2(-nextLineVector.y, nextLineVector.x); + glm::vec2 prevNormal(-prevLineVector.y, prevLineVector.x); + glm::vec2 nextNormal(-nextLineVector.y, nextLineVector.x); appendAndConnectLinePoint(point, prevNormal, 1.0f); appendAndConnectLinePoint(point, nextNormal, 1.0f); @@ -139,8 +139,8 @@ void LineBuilder::appendRoundJoint(glm::vec2 const& point, const glm::vec2& prev // line joins look round. Ideally the number of vectors could be // calculated. - glm::vec2 prevNormal = glm::vec2(-prevLineVector.y, prevLineVector.x); - glm::vec2 nextNormal = glm::vec2(-nextLineVector.y, nextLineVector.x); + glm::vec2 prevNormal(-prevLineVector.y, prevLineVector.x); + glm::vec2 nextNormal(-nextLineVector.y, nextLineVector.x); glm::vec2 middle = vcl::vertex::normalize(prevNormal + nextNormal); glm::vec2 middleLeft = vcl::vertex::normalize(prevNormal + middle); @@ -158,7 +158,7 @@ void LineBuilder::appendRoundLineCapVertices(const glm::vec2& rPoint1, const glm constexpr int nRoundCapIteration = 12; glm::vec2 lineVector = vcl::vertex::normalize(rPoint2 - rPoint1); - glm::vec2 normal = glm::vec2(-lineVector.y, lineVector.x); + glm::vec2 normal(-lineVector.y, lineVector.x); glm::vec2 previousRoundNormal = normal; for (int nFactor = 1; nFactor <= nRoundCapIteration; nFactor++) @@ -176,7 +176,7 @@ void LineBuilder::appendRoundLineCapVertices(const glm::vec2& rPoint1, const glm void LineBuilder::appendSquareLineCapVertices(const glm::vec2& rPoint1, const glm::vec2& rPoint2) { glm::vec2 lineVector = vcl::vertex::normalize(rPoint2 - rPoint1); - glm::vec2 normal = glm::vec2(-lineVector.y, lineVector.x); + glm::vec2 normal(-lineVector.y, lineVector.x); glm::vec2 extrudedPoint = rPoint1 + -lineVector * (mfLineWidth / 2.0f); |