Merge pull request #5021 from CodingFabian/issue-5020

Fixes mesh fill pattern with optional matrix
This commit is contained in:
Tim van der Meij 2014-07-18 20:51:44 +02:00
commit 4be90c35f8

View File

@ -226,24 +226,24 @@ ShadingIRs.Mesh = {
return {
type: 'Pattern',
getPattern: function Mesh_getPattern(ctx, owner, shadingFill) {
var combinedScale;
// Obtain scale from matrix and current transformation matrix.
var scale;
if (shadingFill) {
combinedScale = Util.singularValueDecompose2dScale(
ctx.mozCurrentTransform);
scale = Util.singularValueDecompose2dScale(ctx.mozCurrentTransform);
} else {
var matrixScale = Util.singularValueDecompose2dScale(matrix);
var curMatrixScale = Util.singularValueDecompose2dScale(
owner.baseTransform);
combinedScale = [matrixScale[0] * curMatrixScale[0],
matrixScale[1] * curMatrixScale[1]];
// Obtain scale from matrix and current transformation matrix.
scale = Util.singularValueDecompose2dScale(owner.baseTransform);
if (matrix) {
var matrixScale = Util.singularValueDecompose2dScale(matrix);
scale = [scale[0] * matrixScale[0],
scale[1] * matrixScale[1]];
}
}
// Rasterizing on the main thread since sending/queue large canvases
// might cause OOM.
var temporaryPatternCanvas = createMeshCanvas(bounds, combinedScale,
coords, colors, figures, shadingFill ? null : background);
var temporaryPatternCanvas = createMeshCanvas(bounds, scale, coords,
colors, figures, shadingFill ? null : background);
if (!shadingFill) {
ctx.setTransform.apply(ctx, owner.baseTransform);