drawinglayer/source/primitive2d/svggradientprimitive2d.cxx |   10 ++--------
 1 file changed, 2 insertions(+), 8 deletions(-)

New commits:
commit 6379f47fca8e07ac1096225a8486eb4962aee6ff
Author:     Tomaž Vajngerl <[email protected]>
AuthorDate: Fri Jul 17 15:09:49 2020 +0200
Commit:     Tomaž Vajngerl <[email protected]>
CommitDate: Fri Jul 17 15:09:49 2020 +0200

    Revert "hack for gradients split into adjacent polygons (tdf#133016)"
    
    This reverts commit 777ac5456a1f24fea29931ede983b5b8ad9a063d.

diff --git a/drawinglayer/source/primitive2d/svggradientprimitive2d.cxx 
b/drawinglayer/source/primitive2d/svggradientprimitive2d.cxx
index e6906a638084..d3e32e22ea46 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;
 
@@ -868,12 +868,6 @@ 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.
@@ -887,7 +881,7 @@ 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[)
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