Point tl(renddesc.get_tl()-origin);
Point br(renddesc.get_br()-origin);
- Point rot_tl(cos_val*tl[0]+sin_val*tl[1],-sin_val*tl[0]+cos_val*tl[1]);
- Point rot_br(cos_val*br[0]+sin_val*br[1],-sin_val*br[0]+cos_val*br[1]);
- Point rot_tr(cos_val*br[0]+sin_val*tl[1],-sin_val*br[0]+cos_val*tl[1]);
- Point rot_bl(cos_val*tl[0]+sin_val*br[1],-sin_val*tl[0]+cos_val*br[1]);
- rot_tl+=origin;
- rot_br+=origin;
- rot_tr+=origin;
- rot_bl+=origin;
-
- Point min_point(min(min(min(rot_tl[0],rot_br[0]),rot_tr[0]),rot_bl[0]),min(min(min(rot_tl[1],rot_br[1]),rot_tr[1]),rot_bl[1]));
- Point max_point(max(max(max(rot_tl[0],rot_br[0]),rot_tr[0]),rot_bl[0]),max(max(max(rot_tl[1],rot_br[1]),rot_tr[1]),rot_bl[1]));
-
- if(tl[0]>br[0])
- {
- tl[0]=max_point[0];
- br[0]=min_point[0];
- }
- else
- {
- br[0]=max_point[0];
- tl[0]=min_point[0];
- }
- if(tl[1]>br[1])
- {
- tl[1]=max_point[1];
- br[1]=min_point[1];
- }
- else
+
{
- br[1]=max_point[1];
- tl[1]=min_point[1];
+ Point rot_tl(cos_val*tl[0]+sin_val*tl[1],-sin_val*tl[0]+cos_val*tl[1]);
+ Point rot_br(cos_val*br[0]+sin_val*br[1],-sin_val*br[0]+cos_val*br[1]);
+ Point rot_tr(cos_val*br[0]+sin_val*tl[1],-sin_val*br[0]+cos_val*tl[1]);
+ Point rot_bl(cos_val*tl[0]+sin_val*br[1],-sin_val*tl[0]+cos_val*br[1]);
+ rot_tl+=origin;
+ rot_br+=origin;
+ rot_tr+=origin;
+ rot_bl+=origin;
+
+ Point min_point(min(min(min(rot_tl[0],rot_br[0]),rot_tr[0]),rot_bl[0]),min(min(min(rot_tl[1],rot_br[1]),rot_tr[1]),rot_bl[1]));
+ Point max_point(max(max(max(rot_tl[0],rot_br[0]),rot_tr[0]),rot_bl[0]),max(max(max(rot_tl[1],rot_br[1]),rot_tr[1]),rot_bl[1]));
+
+ if(tl[0]>br[0])
+ {
+ tl[0]=max_point[0];
+ br[0]=min_point[0];
+ }
+ else
+ {
+ br[0]=max_point[0];
+ tl[0]=min_point[0];
+ }
+ if(tl[1]>br[1])
+ {
+ tl[1]=max_point[1];
+ br[1]=min_point[1];
+ }
+ else
+ {
+ br[1]=max_point[1];
+ tl[1]=min_point[1];
+ }
}
Real pw=(renddesc.get_w())/(renddesc.get_br()[0]-renddesc.get_tl()[0]);
Real ph=(renddesc.get_h())/(renddesc.get_br()[1]-renddesc.get_tl()[1]);
+ // we're going to round the canvas size to an integer number of pixels, so round the
+ // tl-br rectangle accordingly - otherwise we see the jittering described in bug 2152666
+ br[0] -= (pw*(br[0]-tl[0]) - round_to_int(pw*(br[0]-tl[0]))) / pw;
+ br[1] -= (ph*(br[1]-tl[1]) - round_to_int(ph*(br[1]-tl[1]))) / ph;
+
RendDesc desc(renddesc);
desc.clear_flags();
//desc.set_flags(RendDesc::PX_ASPECT);