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godot/scene/gui/texture_progress.cpp
robfram b855bc44ae Implement line clipping for TextureProgress to avoid bad rendering due to imprecise UV mapping
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.

Fix #17364.

(cherry picked from commit 7991bd168d)
2018-04-28 16:19:52 +02:00

16 KiB