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Remove bbox guard
It's probably not necessary. This development still work in progress.
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@ -413,9 +413,6 @@ void main() {
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// should probably be stored in the annotated element.
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uint path_ix = element_ix;
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Path path = Path_read(PathRef(path_ix * Path_size));
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// It may be we have a strong guarantee this will always be `true`, but
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// I prefer not to take chances.
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if (tile_x >= path.bbox.x && tile_x < path.bbox.z && tile_y >= path.bbox.y && tile_y < path.bbox.w) {
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uint stride = path.bbox.z - path.bbox.x;
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uint tile_subix = (tile_y - path.bbox.y) * stride + tile_x - path.bbox.x;
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Tile tile = Tile_read(Tile_index(path.tiles, tile_subix));
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@ -429,7 +426,6 @@ void main() {
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Cmd_Stroke_write(cmd_ref, cmd_stroke);
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cmd_ref.offset += Cmd_size;
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}
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}
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break;
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}
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}
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