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graphics: Better texels adjusting for small textures (#317)
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@ -57,8 +57,8 @@ func vertices(parts ImageParts, width, height int, geo *affine.GeoM) []float32 {
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}
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u0, v0, u1, v1 := float64(sx0)/wf, float64(sy0)/hf, float64(sx1)/wf, float64(sy1)/hf
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// Adjust texels to fix a problem that outside texels are used (#317).
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u1 -= 1.0 / 16384.0
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v1 -= 1.0 / 16384.0
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u1 -= 1.0 / wf / 256.0
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v1 -= 1.0 / hf / 256.0
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vs.SetIndex(n, dx0)
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vs.SetIndex(n+1, dy0)
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vs.SetIndex(n+2, u0)
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@ -56,8 +56,8 @@ func vertices(parts ImageParts, width, height int, geo *affine.GeoM) []float32 {
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}
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u0, v0, u1, v1 := float32(sx0)/wf, float32(sy0)/hf, float32(sx1)/wf, float32(sy1)/hf
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// Adjust texels to fix a problem that outside texels are used (#317).
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u1 -= 1.0 / 16384.0
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v1 -= 1.0 / 16384.0
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u1 -= 1.0 / wf / 256.0
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v1 -= 1.0 / hf / 256.0
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vs[n] = x0
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vs[n+1] = y0
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vs[n+2] = u0
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