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authorMaxim Pimenov <m@maps.me>2018-04-28 19:32:00 +0300
committerDaria Volvenkova <d.volvenkova@corp.mail.ru>2018-05-08 15:21:30 +0300
commite400ad6c46526cac178ed7522523881fae436361 (patch)
treedf0533f5e7ea2fe4829969a745cecaf3e9e78193 /drape_frontend/user_mark_shapes.cpp
parent6313aed770cd2e530891bb7fdf894091b19150d0 (diff)
[geometry] Made the constructor of Point<T> from Point<U> explicit.
Sometimes we want a non-trivial transformation when converting from one representation of a point to another. An example is PointDToPointU which uses the fact that its argument is usually a point from the Mercator plane. The wrong usage is easier to catch when implicit conversion between different point types is prohibited. An example of wrong usage that is prevented by this commit: // A function defined in another file. m2::PointU GetPoint() { m2::PointD pt; [...] return PointDToPointU(p2, kDefaultBits); } // Here we have forgotten that the result of GetPoint() is already converted. m2::PointU ptu = PointDToPointU(GetPoint(), kDefaultBits);
Diffstat (limited to 'drape_frontend/user_mark_shapes.cpp')
-rw-r--r--drape_frontend/user_mark_shapes.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/drape_frontend/user_mark_shapes.cpp b/drape_frontend/user_mark_shapes.cpp
index 431be2a796..040b3306e8 100644
--- a/drape_frontend/user_mark_shapes.cpp
+++ b/drape_frontend/user_mark_shapes.cpp
@@ -360,16 +360,16 @@ void CacheUserMarks(TileKey const & tileKey, ref_ptr<dp::TextureManager> texture
glsl::vec4 colorAndAnimate(color.GetRedF(), color.GetGreenF(), color.GetBlueF(),
runAnim ? 1.0f : -1.0f);
buffer.emplace_back(pos, left + down,
- glsl::ToVec4(texRect.LeftTop(), bgTexRect.LeftTop()),
+ glsl::ToVec4(m2::PointD(texRect.LeftTop()), m2::PointD(bgTexRect.LeftTop())),
colorAndAnimate);
buffer.emplace_back(pos, left + up,
- glsl::ToVec4(texRect.LeftBottom(), bgTexRect.LeftBottom()),
+ glsl::ToVec4(m2::PointD(texRect.LeftBottom()), m2::PointD(bgTexRect.LeftBottom())),
colorAndAnimate);
buffer.emplace_back(pos, right + down,
- glsl::ToVec4(texRect.RightTop(), bgTexRect.RightTop()),
+ glsl::ToVec4(m2::PointD(texRect.RightTop()), m2::PointD(bgTexRect.RightTop())),
colorAndAnimate);
buffer.emplace_back(pos, right + up,
- glsl::ToVec4(texRect.RightBottom(), bgTexRect.RightBottom()),
+ glsl::ToVec4(m2::PointD(texRect.RightBottom()), m2::PointD(bgTexRect.RightBottom())),
colorAndAnimate);
}