Don't use reinterpret_cast unless it's avoidable.
void TvgRenderPath::addRenderPath(RenderPath* path, const Mat2D& transform)
{
- auto m_PathType = reinterpret_cast<TvgRenderPath*>(path)->m_PathType;
- auto m_PathPoints = reinterpret_cast<TvgRenderPath*>(path)->m_PathPoints;
+ auto m_PathType = static_cast<TvgRenderPath*>(path)->m_PathType;
+ auto m_PathPoints = static_cast<TvgRenderPath*>(path)->m_PathPoints;
int index = 0;
/* OPTIMIZE ME: Should avoid data copy in loop... */
{
RenderPath* makeRenderPath() { return new TvgRenderPath();}
RenderPaint* makeRenderPaint() { return new TvgRenderPaint();}
-}
+}
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