update blobs
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@@ -69,6 +69,26 @@ void BlobShape::geometryChange(const QRectF& newGeometry, const QRectF& oldGeome
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QQuickItem::geometryChange(newGeometry, oldGeometry);
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updateCenteredDeformMatrix();
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if (m_group) {
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// Update cached values so markShapeDirty uses current geometry
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const QPointF scenePos = mapToScene(QPointF(0, 0));
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if (isInvertedRect()) {
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m_cachedPaddedX = static_cast<float>(scenePos.x());
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m_cachedPaddedY = static_cast<float>(scenePos.y());
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m_cachedPaddedW = static_cast<float>(width());
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m_cachedPaddedH = static_cast<float>(height());
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m_localPaddedRect = QRectF(0, 0, width(), height());
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} else {
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const float hw = static_cast<float>(width()) * 0.5f;
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const float hh = static_cast<float>(height()) * 0.5f;
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const float totalPad = static_cast<float>(m_group->smoothing()) + deformPadding(m_deformMatrix, hw, hh);
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m_cachedPaddedX = static_cast<float>(scenePos.x()) - totalPad;
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m_cachedPaddedY = static_cast<float>(scenePos.y()) - totalPad;
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m_cachedPaddedW = static_cast<float>(width()) + 2.0f * totalPad;
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m_cachedPaddedH = static_cast<float>(height()) + 2.0f * totalPad;
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m_localPaddedRect = QRectF(static_cast<double>(-totalPad), static_cast<double>(-totalPad),
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width() + 2.0 * static_cast<double>(totalPad), height() + 2.0 * static_cast<double>(totalPad));
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}
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// Accumulate sub-pixel drift so slow movements don't desync the shader
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m_pendingDx += static_cast<float>(newGeometry.x() - oldGeometry.x());
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m_pendingDy += static_cast<float>(newGeometry.y() - oldGeometry.y());
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