// center of the rectangle
xM = 0.5 * (x0 + x1);
yM = 0.5 * (y0 + y1);
+
+ out->useGradients();
// the four corner colors are close (or we hit the recursive limit)
// -- fill the rectangle; but require at least one subdivision
vy0 = ty + sMax * dx;
i = 0;
+ if(i < axialMaxSplits)
+ out->useGradients();
+
while (i < axialMaxSplits) {
// bisect until color difference is small enough or we hit the
shading->getColor(ta, &colorA);
}
+ if(ia < radialMaxSplits)
+ out->useGradients();
+
while (ia < radialMaxSplits) {
// go as far along the t axis (toward t1) as we can, such that the
// Does this device use drawChar() or drawString()?
virtual GBool useDrawChar() = 0;
+ // Is this device able to draw gradients?
+ virtual GBool useGradients() = 0;
+
// Does this device use beginType3Char/endType3Char? Otherwise,
// text in Type 3 fonts will be drawn with drawChar/drawString.
virtual GBool interpretType3Chars() = 0;