Fix pixel rounding
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@@ -176,6 +176,10 @@ export function render(width, height, pixelRatio,
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context.scale(pixelRatio, pixelRatio);
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function pixelRound(value) {
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return Math.round(value * pixelRatio) / pixelRatio;
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}
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context.globalCompositeOperation = 'lighter';
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const sourceDataExtent = createEmpty();
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@@ -271,12 +275,12 @@ export function render(width, height, pixelRatio,
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if (isBrokenDiagonalRendering()) {
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// Make sure that everything is on pixel boundaries
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const u0r = Math.round(u0);
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const v0r = Math.round(v0);
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const u1r = Math.round(u1);
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const v1r = Math.round(v1);
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const u2r = Math.round(u2);
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const v2r = Math.round(v2);
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const u0r = pixelRound(u0);
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const v0r = pixelRound(v0);
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const u1r = pixelRound(u1);
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const v1r = pixelRound(v1);
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const u2r = pixelRound(u2);
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const v2r = pixelRound(v2);
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// Make sure that all lines are horizontal or vertical
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context.moveTo(u1r, v1r);
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// This is the diagonal line. Do it in 4 steps
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@@ -285,10 +289,10 @@ export function render(width, height, pixelRatio,
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const vd = v0r - v1r;
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for (let step = 0; step < steps; step++) {
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// Go horizontally
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context.lineTo(u1r + Math.round((step + 1) * ud / steps), v1r + Math.round(step * vd / (steps - 1)));
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context.lineTo(u1r + pixelRound((step + 1) * ud / steps), v1r + pixelRound(step * vd / (steps - 1)));
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// Go vertically
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if (step != (steps - 1)) {
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context.lineTo(u1r + Math.round((step + 1) * ud / steps), v1r + Math.round((step + 1) * vd / (steps - 1)));
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context.lineTo(u1r + pixelRound((step + 1) * ud / steps), v1r + pixelRound((step + 1) * vd / (steps - 1)));
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}
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}
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// We are almost at u0r, v0r
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