gl renderer: Fix two scale_x/y mixups

This commit is contained in:
Timm Bäder 2020-10-20 17:33:15 +02:00
parent ff1fb4f10d
commit b6a843a05b

View File

@ -2390,7 +2390,7 @@ render_outset_shadow_node (GskGLRenderer *self,
if (slice_is_visible (&slices[NINE_SLICE_TOP_CENTER]))
{
x1 = min_x + (slices[NINE_SLICE_TOP_LEFT].width / scale_x);
x2 = max_x - (slices[NINE_SLICE_TOP_RIGHT].width / scale_y);
x2 = max_x - (slices[NINE_SLICE_TOP_RIGHT].width / scale_x);
y1 = min_y;
y2 = min_y + (slices[NINE_SLICE_TOP_CENTER].height / scale_y);
@ -2487,7 +2487,7 @@ render_outset_shadow_node (GskGLRenderer *self,
{
x1 = min_x;
x2 = min_x + (slices[NINE_SLICE_LEFT_CENTER].width / scale_x);
y1 = min_y + (slices[NINE_SLICE_TOP_LEFT].height / scale_x);
y1 = min_y + (slices[NINE_SLICE_TOP_LEFT].height / scale_y);
y2 = max_y - (slices[NINE_SLICE_BOTTOM_LEFT].height / scale_y);
tx1 = tregs[NINE_SLICE_LEFT_CENTER].x;
tx2 = tregs[NINE_SLICE_LEFT_CENTER].x2;