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Texture paiting
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@@ -526,7 +526,8 @@ struct PDFTransparencyRendererSettings
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/// colors to the CMYK color space.
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SeparationSimulation = 0x0004,
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/// Use active color mask
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/// Use active color mask (so we can clear channels,
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/// which are not active)
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ActiveColorMask = 0x0008,
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/// Use smooth image transform, if it is possible. For
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@@ -709,7 +710,7 @@ private:
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/// \param colorChannelStart Color channel start (draw buffer)
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/// \param colorChannelEnd Color channel end (draw buffer)
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/// \param fillColor Fill color
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/// \param clipSample Clipping sampler
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/// \param clipSampler Clipping sampler
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/// \param pathSampler Path sampler
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void performPixelSampling(const PDFReal shape,
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const PDFReal opacity,
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@@ -723,6 +724,31 @@ private:
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const PDFPainterPathSampler& clipSampler,
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const PDFPainterPathSampler& pathSampler);
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/// Performs fragment fill from texture. Sampled pixel is painted
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/// into the draw buffer.
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/// \param shape Constant shape value
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/// \param opacity Constant opacity value
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/// \param shapeChannel Shape channel (draw buffer)
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/// \param opacityChannel Opacity channel (draw buffer)
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/// \param colorChannelStart Color channel start (draw buffer)
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/// \param colorChannelEnd Color channel end (draw buffer)
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/// \param x Horizontal coordinate of the fragment pixel
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/// \param y Vertical coordinate of the fragment pixel
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/// \param worldToTextureMatrix World to texture matrix
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/// \param texture Texture
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/// \param clipSampler Clipping sampler
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void performFillFragmentFromTexture(const PDFReal shape,
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const PDFReal opacity,
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const uint8_t shapeChannel,
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const uint8_t opacityChannel,
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const uint8_t colorChannelStart,
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const uint8_t colorChannelEnd,
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int x,
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int y,
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const QMatrix& worldToTextureMatrix,
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const PDFFloatBitmap& texture,
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const PDFPainterPathSampler& clipSampler);
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/// Collapses spot colors to device colors
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/// \param data Bitmap with data
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void collapseSpotColorsToDeviceColors(PDFFloatBitmapWithColorSpace& bitmap);
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