// Increasing the feather amount by the size of
// a pixel will create an anti-aliased appearance
- const Real newfeather=feather + (abs(ph)+abs(pw))/4.0;
+ // don't render feathering at all when quality is 10
+ const Real newfeather = (quality == 10) ? 0 : feather + (abs(ph)+abs(pw))/4.0;
//int u,v;
int left = (int) floor( (pos[0] - x_neg*(radius+newfeather) - tl[0]) / pw );