Example #1
0
static void ILS2D_Draw(GF_Node *node, GF_TraverseState *tr_state)
{
	GF_Path *path;
	SFVec2f *pts;
	SFColor col;
	Fixed alpha;
	u32 i, count, col_ind, ind, end_at;
	u32 linear[2], *colors;
	SFVec2f start, end;
	u32 j, num_col;
	GF_STENCIL grad;
	GF_Raster2D *raster;
	DrawableContext *ctx = tr_state->ctx;
	M_IndexedLineSet2D *ils2D = (M_IndexedLineSet2D *)node;
	M_Coordinate2D *coord = (M_Coordinate2D*) ils2D->coord;
	M_Color *color = (M_Color *) ils2D->color;

	end.x = end.y = 0;
	if (!coord->point.count) return;

	if (! ils2D->color) {
		/*no texturing*/
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
	pts = coord->point.vals;

	if (!ils2D->colorPerVertex || (color->color.count<2) ) {
		count = 0;
		end_at = ils2D->coordIndex.count;
		if (!end_at) end_at = coord->point.count;
		ind = ils2D->coordIndex.count ? ils2D->coordIndex.vals[0] : 0;
		i=1;
		path = gf_path_new();
		gf_path_add_move_to(path, pts[ind].x, pts[ind].y);

		for (; i<=end_at; i++) {
			if ((i==end_at) || (ils2D->coordIndex.count && ils2D->coordIndex.vals[i] == -1)) {

				/*draw current*/
				col_ind = (ils2D->colorIndex.count && (ils2D->colorIndex.vals[count]>=0) ) ? (u32) ils2D->colorIndex.vals[count] : count;
				if (col_ind>=color->color.count) col_ind=color->color.count-1;
				col = color->color.vals[col_ind];
				ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);

				visual_2d_draw_path(tr_state->visual, path, ctx, NULL, NULL, tr_state);

				i++;
				if (i>=end_at) break;
				gf_path_reset(path);

				ind = (ils2D->coordIndex.count && (ils2D->coordIndex.vals[i]>=0)) ? (u32) ils2D->coordIndex.vals[i] : i;
				gf_path_add_move_to(path, pts[ind].x, pts[ind].y);

				if (ils2D->coordIndex.count) count++;
				continue;
			} else {
				ind = (ils2D->coordIndex.count && (ils2D->coordIndex.vals[i]>=0) ) ? (u32) ils2D->coordIndex.vals[i] : i;
				gf_path_add_line_to(path, pts[ind].x, pts[ind].y);
			}
		}
		gf_path_del(path);
		return;
	}

	raster = NULL;
	end_at = ils2D->coordIndex.count;
	if (!end_at) end_at = coord->point.count;
	count = 0;
	col_ind = 0;
	ind = 0;
	i=0;
	path = gf_path_new();
	while (1) {
		gf_path_reset(path);
		ind = (ils2D->coordIndex.count && (ils2D->coordIndex.vals[i]>=0)) ? (u32) ils2D->coordIndex.vals[i] : i;
		start = pts[ind];
		num_col = 1;
		i++;
		gf_path_add_move_to(path, start.x, start.y);

		if (ils2D->coordIndex.count) {
			while (ils2D->coordIndex.vals[i] != -1) {
				end = pts[ils2D->coordIndex.vals[i]];
				gf_path_add_line_to(path, end.x, end.y);
				i++;
				num_col++;
				if (i >= ils2D->coordIndex.count) break;
			}
		} else {
			while (i<end_at) {
				end = pts[i];
				gf_path_add_line_to(path, end.x, end.y);
				i++;
				num_col++;
			}
		}

		raster = tr_state->visual->compositor->rasterizer;
		/*use linear gradient*/
		if (num_col==2) {
			Fixed pos[2];
			grad = raster->stencil_new(raster, GF_STENCIL_LINEAR_GRADIENT);
			if (ils2D->colorIndex.count) {
				col = color->color.vals[ils2D->colorIndex.vals[col_ind]];
				linear[0] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				col = color->color.vals[ils2D->colorIndex.vals[col_ind+1]];
				linear[1] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			} else if (ils2D->coordIndex.count) {
				col = color->color.vals[ils2D->coordIndex.vals[col_ind]];
				linear[0] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				col = color->color.vals[ils2D->coordIndex.vals[col_ind+1]];
				linear[1] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			} else {
				col = color->color.vals[col_ind];
				linear[0] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				col = color->color.vals[col_ind+1];
				linear[1] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			}
			pos[0] = 0;
			pos[1] = FIX_ONE;
			raster->stencil_set_linear_gradient(grad, start.x, start.y, end.x, end.y);
			raster->stencil_set_gradient_interpolation(grad, pos, linear, 2);
		} else {
			grad = raster->stencil_new(raster, GF_STENCIL_VERTEX_GRADIENT);
			if (grad) {
				raster->stencil_set_vertex_path(grad, path);

				colors = (u32*)gf_malloc(sizeof(u32) * num_col);
				for (j=0; j<num_col; j++) {
					if (ils2D->colorIndex.count>0) {
						col = color->color.vals[ils2D->colorIndex.vals[col_ind+j]];
					} else if (ils2D->coordIndex.count) {
						col = color->color.vals[ils2D->coordIndex.vals[col_ind+j]];
					} else {
						col = color->color.vals[col_ind+j];
					}
					colors[j] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
				}
				raster->stencil_set_vertex_colors(grad, colors, num_col);
				gf_free(colors);
			}
		}
		raster->stencil_set_matrix(grad, &ctx->transform);
		visual_2d_draw_path(tr_state->visual, path, ctx, NULL, grad, tr_state);
		if (grad) raster->stencil_delete(grad);

		i ++;
		col_ind += num_col + 1;
		if (i >= ils2D->coordIndex.count) break;
		ctx->flags &= ~CTX_PATH_STROKE;
	}
	gf_path_del(path);
}
static void composite_update(GF_TextureHandler *txh)
{
	s32 w, h;
	GF_STENCIL stencil;
	M_Background2D *back;
	GF_TraverseState *tr_state;
	Bool invalidate_all;
	u32 new_pixel_format;
	GF_Compositor *compositor = (GF_Compositor *)txh->compositor;
	CompositeTextureStack *st = (CompositeTextureStack *) gf_node_get_private(txh->owner);
	GF_Raster2D *raster = st->visual->compositor->rasterizer;

	if (st->unsupported) return;


/*
	if (compositor->recompute_ar) {
		gf_node_dirty_set(txh->owner, 0, 0);
		return;
	}
*/
	if (!compositor->rebuild_offscreen_textures && (!compositor->text_edit_changed || !st->visual->has_text_edit ) && !gf_node_dirty_get(txh->owner)) {
		txh->needs_refresh = 0;
		return;
	}
	gf_node_dirty_clear(st->txh.owner, 0);

	new_pixel_format = 0;
	back = gf_list_get(st->visual->back_stack, 0);
	if (back && back->isBound) new_pixel_format = GF_PIXEL_RGB_24;
	else new_pixel_format = GF_PIXEL_RGBA;


#ifdef GPAC_USE_TINYGL
	/*TinyGL pixel format is fixed at compile time, we cannot override it !*/
	if (st->visual->type_3d) new_pixel_format = GF_PIXEL_RGBA;
#else

#ifndef GPAC_DISABLE_3D
	/*no alpha support in offscreen rendering*/
	if ( (st->visual->type_3d) && !(compositor->video_out->hw_caps & GF_VIDEO_HW_OPENGL_OFFSCREEN_ALPHA))
		new_pixel_format = GF_PIXEL_RGB_24;
#endif

	/*in OpenGL_ES, only RGBA can be safelly used with glReadPixels*/
#ifdef GPAC_USE_OGL_ES
	new_pixel_format = GF_PIXEL_RGBA;
#endif

#endif

	/*FIXME - we assume RGB+Depth+bitshape, we should check with the video out module*/
#if defined(GF_SR_USE_DEPTH) && !defined(GPAC_DISABLE_3D)
	if (st->visual->type_3d && (compositor->video_out->hw_caps & GF_VIDEO_HW_HAS_DEPTH) ) new_pixel_format = GF_PIXEL_RGBDS;
#endif


#ifndef GPAC_DISABLE_3D
	if (st->visual->type_3d>1) {
		w = ((M_CompositeTexture3D*)txh->owner)->pixelWidth;
		h = ((M_CompositeTexture3D*)txh->owner)->pixelHeight;
	} else
#endif
	{
		w = ((M_CompositeTexture2D*)txh->owner)->pixelWidth;
		h = ((M_CompositeTexture2D*)txh->owner)->pixelHeight;
	}

	/*internal GPAC hacks for testing color spaces*/
	if (w<-1) {
		w = -w;
		if (h<0) {
			h = -h;
			if (new_pixel_format==GF_PIXEL_RGBA) {
				new_pixel_format=GF_PIXEL_ARGB;
			} else {
				new_pixel_format=GF_PIXEL_BGR_24;
			}
		} else {
			if (new_pixel_format==GF_PIXEL_RGB_24) {
				new_pixel_format=GF_PIXEL_RGB_32;
			}
		}
	}
	else if (h<-1) {
		h = -h;
		if (new_pixel_format==GF_PIXEL_RGB_24) {
			new_pixel_format=GF_PIXEL_RGB_32;
		}
	}

	if (w<0) w = 0;
	if (h<0) h = 0;


	if (!w || !h) {
		if (txh->tx_io) {
#ifdef GPAC_USE_TINYGL
			if (st->tgl_ctx) ostgl_delete_context(st->tgl_ctx);
#endif
			gf_sc_texture_release(txh);
			if (txh->data) gf_free(txh->data);
			txh->data = NULL;
			txh->width = txh->height = txh->stride = 0;
		}
		return;
	}
	invalidate_all = compositor->rebuild_offscreen_textures;

	/*rebuild stencil*/
	if (!txh->tx_io
		|| (w != (s32) txh->width) || ( h != (s32) txh->height)
		|| (new_pixel_format != txh->pixelformat)
		) {

		Bool needs_stencil = 1;
		if (txh->tx_io) {
#ifdef GPAC_USE_TINYGL
			if (st->tgl_ctx) ostgl_delete_context(st->tgl_ctx);
#endif
			gf_sc_texture_release(txh);
			if (txh->data) 
				gf_free(txh->data);
			txh->data = NULL;
		}

		/*we don't use rect ext because of no support for texture transforms*/
		if (1
#ifndef GPAC_DISABLE_3D
			|| compositor->gl_caps.npot_texture
#endif
			) {
			st->txh.width = w;
			st->txh.height = h;
			st->sx = st->sy = FIX_ONE;
		} else {
			st->txh.width = 2;
			while (st->txh.width<(u32)w) st->txh.width*=2;
			st->txh.height = 2;
			while (st->txh.height<(u32)h) st->txh.height*=2;

			st->sx = INT2FIX(st->txh.width) / w;
			st->sy = INT2FIX(st->txh.height) / h;
		}

		gf_sc_texture_allocate(txh);
		txh->pixelformat = new_pixel_format;
		switch (new_pixel_format) {
		case GF_PIXEL_RGBA:
		case GF_PIXEL_ARGB:
			txh->stride = txh->width * 4;
			txh->transparent = 1;
			break;
		case GF_PIXEL_RGB_565:
			txh->stride = txh->width * 2;
			txh->transparent = 0;
			break;
		case GF_PIXEL_RGBDS:
			txh->stride = txh->width * 4;
			txh->transparent = 1;
			break;
		case GF_PIXEL_RGB_24:
			txh->stride = txh->width * 3;
			txh->transparent = 0;
			break;
		}

		st->visual->width = txh->width;
		st->visual->height = txh->height;

		stencil = raster->stencil_new(raster, GF_STENCIL_TEXTURE);
		/*TODO - add support for compositeTexture3D when root is 2D visual*/
#ifndef GPAC_DISABLE_3D
		if (st->visual->type_3d) {
			GF_Compositor *compositor = st->visual->compositor;
			/*figure out what to do if main visual (eg video out) is not in OpenGL ...*/
			if (!compositor->visual->type_3d) {
				/*create an offscreen window for OpenGL rendering*/
				if ((compositor->offscreen_width < st->txh.width) || (compositor->offscreen_height < st->txh.height)) {
#ifndef GPAC_USE_TINYGL
					GF_Err e;
					GF_Event evt;
					compositor->offscreen_width = MAX(compositor->offscreen_width, st->txh.width);
					compositor->offscreen_height = MAX(compositor->offscreen_height, st->txh.height);

					evt.type = GF_EVENT_VIDEO_SETUP;
					evt.setup.width = compositor->offscreen_width;
					evt.setup.height = compositor->offscreen_height;
					evt.setup.back_buffer = 0;
					evt.setup.opengl_mode = 2;
					e = compositor->video_out->ProcessEvent(compositor->video_out, &evt);
					if (e) {
						gf_sc_texture_release(txh);
						st->unsupported = 1;
						return;
					}
					/*reload openGL ext*/
					gf_sc_load_opengl_extensions(compositor, 1);
#endif
				}
			} else {
				needs_stencil = 0;
			}
		}
#endif

		if (needs_stencil) {
			txh->data = (char*)gf_malloc(sizeof(unsigned char) * txh->stride * txh->height);
			memset(txh->data, 0, sizeof(unsigned char) * txh->stride * txh->height);
			
			/*set stencil texture - we don't check error as an image could not be supported by the rasterizer
			but still supported by the blitter (case of RGBD/RGBDS)*/
			raster->stencil_set_texture(stencil, txh->data, txh->width, txh->height, txh->stride, txh->pixelformat, txh->pixelformat, 0);

#ifdef GPAC_USE_TINYGL
			if (st->visual->type_3d && !compositor->visual->type_3d) {
				st->tgl_ctx = ostgl_create_context(txh->width, txh->height, txh->transparent ? 32 : 24, &txh->data, 1);
				GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[CompositeTexture] Creating TinyGL Offscreen context %p (%d %d - pf %s)\n", st->tgl_ctx, txh->width, txh->width, gf_4cc_to_str(txh->pixelformat)));
			}
#endif

		}
		invalidate_all = 1;
		gf_sc_texture_set_stencil(txh, stencil);
	}
	if (!txh->tx_io) return;

	stencil = gf_sc_texture_get_stencil(txh);
	if (!stencil) return;

#ifdef GPAC_USE_TINYGL
	if (st->tgl_ctx) ostgl_make_current(st->tgl_ctx, 0);
#endif

	GF_SAFEALLOC(tr_state, GF_TraverseState);
	tr_state->vrml_sensors = gf_list_new();
	tr_state->visual = st->visual;
	tr_state->invalidate_all = invalidate_all;

	tr_state->immediate_draw = st->visual->compositor->traverse_state->immediate_draw;

	gf_mx2d_init(tr_state->transform);
	gf_cmx_init(&tr_state->color_mat);

	tr_state->backgrounds = st->visual->back_stack;
	tr_state->viewpoints = st->visual->view_stack;
	tr_state->pixel_metrics = gf_sg_use_pixel_metrics(gf_node_get_graph(st->txh.owner));
	tr_state->min_hsize = INT2FIX( MIN(txh->width, txh->height) ) / 2;
	tr_state->vp_size.x = INT2FIX(txh->width);
	tr_state->vp_size.y = INT2FIX(txh->height);

	composite_do_bindable(st->txh.owner, tr_state, st->first);
	st->first = 0;

	GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[CompositeTexture] Entering draw cycle\n"));

	txh->needs_refresh = visual_draw_frame(st->visual, st->txh.owner, tr_state, 0);
	txh->transparent = (st->visual->last_had_back==2) ? 0 : 1;


	if (!compositor->edited_text && st->visual->has_text_edit) 
		st->visual->has_text_edit = 0;


	/*set active viewport in image coordinates top-left=(0, 0), not in BIFS*/
	if (0 && gf_list_count(st->visual->view_stack)) {
		M_Viewport *vp = (M_Viewport *)gf_list_get(st->visual->view_stack, 0);

		if (vp->isBound) {
			SFVec2f size = vp->size;
			if (size.x >=0 && size.y>=0) {
				/*FIXME - we need tracking of VP changes*/
				txh->needs_refresh = 1;
			}
		}
	}

	if (txh->needs_refresh) {
#ifndef GPAC_DISABLE_3D
		if (st->visual->camera.is_3D) {
			if (st->visual->compositor->visual->type_3d) {
#ifndef GPAC_USE_TINYGL
				gf_sc_copy_to_texture(&st->txh);
#else
				/*in TinyGL we only need to push associated bitmap to the texture*/
				gf_sc_texture_push_image(&st->txh, 0, 0);
#endif
			} else {

#ifndef GPAC_USE_TINYGL
				gf_sc_copy_to_stencil(&st->txh);

#else

				if (txh->pixelformat==GF_PIXEL_RGBDS) gf_get_tinygl_depth(&st->txh);
#endif
			}
		} else
#endif
		{
			if (raster->stencil_texture_modified) raster->stencil_texture_modified(stencil);
			gf_sc_texture_set_stencil(txh, stencil);
		}
		gf_sc_invalidate(st->txh.compositor, NULL);
	}
	gf_list_del(tr_state->vrml_sensors);
	gf_free(tr_state);
	GF_LOG(GF_LOG_DEBUG, GF_LOG_COMPOSE, ("[CompositeTexture] Leaving draw cycle\n"));
}
static void IFS2D_Draw(GF_Node *node, GF_TraverseState *tr_state)
{
	u32 i, count, ci_count;
	u32 j, ind_col, num_col;
	SFVec2f center, end;
	SFColor col_cen;
	GF_STENCIL grad;
	u32 *colors;
	GF_Path *path;
	SFVec2f start;
	SFVec2f *pts;
	SFColor col;
	Fixed alpha;
	GF_Raster2D *raster;
	DrawableContext *ctx = tr_state->ctx;
	M_IndexedFaceSet2D *ifs2D = (M_IndexedFaceSet2D *)node;
	M_Coordinate2D *coord = (M_Coordinate2D*) ifs2D->coord;
	M_Color *color = (M_Color *) ifs2D->color;
		
	col.red = col.green = col.blue = 0;
	/*simple case, no color specified*/
	if (!ifs2D->color) {
		visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	/*if default face use first color*/
	ci_count = ifs2D->coordIndex.count;
	pts = coord->point.vals;

	if (ci_count == 0) {
		col = (ifs2D->colorIndex.count > 0) ? color->color.vals[ifs2D->colorIndex.vals[0]] : color->color.vals[0];

		alpha = INT2FIX(GF_COL_A(ctx->aspect.fill_color)) / 255;
		if (!alpha || !ctx->aspect.pen_props.width) {
			alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
			ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
		} else {
			ctx->aspect.fill_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
		}
		visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}

	/*we have color per faces so we need N path :(*/
	if (! ifs2D->colorPerVertex) {
		path = gf_path_new();

		count = 0;
		i = 0;
		while (1) {
			gf_path_reset(path);
			start = pts[ifs2D->coordIndex.vals[i]];
			gf_path_add_move_to(path, start.x, start.y);
			i++;

			while (ifs2D->coordIndex.vals[i] != -1) {	
				start = pts[ifs2D->coordIndex.vals[i]];
				gf_path_add_line_to(path, start.x, start.y);
				i++;
				if (i >= ci_count) break;
			}
			/*close in ALL cases because even if the start/end points are the same the line join needs to be present*/
			gf_path_close(path);

			col = (ifs2D->colorIndex.count > 0) ? color->color.vals[ifs2D->colorIndex.vals[count]] : color->color.vals[count];

			alpha = INT2FIX(GF_COL_A(ctx->aspect.fill_color)) / 255;
			if (!alpha) {
				alpha = INT2FIX(GF_COL_A(ctx->aspect.line_color)) / 255;
				ctx->aspect.line_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			} else {
				ctx->aspect.fill_color = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			}

			visual_2d_texture_path(tr_state->visual, path, ctx, tr_state);
			visual_2d_draw_path(tr_state->visual, path, ctx, NULL, NULL, tr_state);
			count++;
			i++;
			if (i >= ci_count) break;
			ctx->flags &= ~CTX_PATH_FILLED;
			ctx->flags &= ~CTX_PATH_STROKE;
		}
		gf_path_del(path);
		return;
	}

	/*final case, color per vertex means gradient fill/strike*/
	raster = tr_state->visual->compositor->rasterizer;
	grad = raster->stencil_new(raster, GF_STENCIL_VERTEX_GRADIENT);
	/*not supported, fill default*/
	if (!grad) {
		visual_2d_texture_path(tr_state->visual, ctx->drawable->path, ctx, tr_state);
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, NULL, NULL, tr_state);
		return;
	}


	path = gf_path_new();

	ind_col = 0;
	i = 0;
	while (1) {
		gf_path_reset(path);
		start = pts[ifs2D->coordIndex.vals[i]];
		center = start;
		gf_path_add_move_to(path, start.x, start.y);
		num_col = 1;
		i+=1;
		while (ifs2D->coordIndex.vals[i] != -1) {	
			end = pts[ifs2D->coordIndex.vals[i]];
			gf_path_add_line_to(path, end.x, end.y);
			i++;
			center.x += end.x;
			center.y += end.y;
			num_col ++;
			if (i >= ci_count) break;
		}
		gf_path_close(path);
		num_col++;

		alpha = INT2FIX(GF_COL_A(ctx->aspect.fill_color) ) / 255;

		colors = (u32*)gf_malloc(sizeof(u32) * num_col);
		col_cen.blue = col_cen.red = col_cen.green = 0;
		for (j=0; j<num_col-1; j++) {
			if (ifs2D->colorIndex.count > ind_col + j) {
				col = color->color.vals[ifs2D->colorIndex.vals[ind_col + j]];
			} else if (ci_count > ind_col + j) {
				col = color->color.vals[ifs2D->coordIndex.vals[ind_col + j]];
			}
			colors[j] = GF_COL_ARGB_FIXED(alpha, col.red, col.green, col.blue);
			col_cen.blue += col.blue;
			col_cen.green += col.green;
			col_cen.red += col.red;
		}
		colors[num_col-1] = colors[0];

		if (ifs2D->colorIndex.count > ind_col) {
			col = color->color.vals[ifs2D->colorIndex.vals[ind_col]];
		} else if (ci_count > ind_col) {
			col = color->color.vals[ifs2D->coordIndex.vals[ind_col]];
		}
		col_cen.blue += col.blue;
		col_cen.green += col.green;
		col_cen.red += col.red;

		raster->stencil_set_vertex_path(grad, path);
		raster->stencil_set_vertex_colors(grad, colors, num_col);

		gf_free(colors);
		
		col_cen.blue /= num_col;
		col_cen.green /= num_col;
		col_cen.red /= num_col;
		center.x /= num_col;
		center.y /= num_col;
		raster->stencil_set_vertex_center(grad, center.x, center.y, GF_COL_ARGB_FIXED(alpha, col_cen.red, col_cen.green, col_cen.blue) );

		raster->stencil_set_matrix(grad, &ctx->transform);

		/*draw*/
		visual_2d_draw_path(tr_state->visual, ctx->drawable->path, ctx, grad, grad, tr_state);

		raster->stencil_delete(grad);

		//goto next point
		i++;
		ind_col += num_col + 1;	
		if (i >= ci_count) break;
		grad = raster->stencil_new(raster, GF_STENCIL_VERTEX_GRADIENT);
		ctx->flags &= ~CTX_PATH_FILLED;
		ctx->flags &= ~CTX_PATH_STROKE;
	}
	gf_path_del(path);
}