const GlyphIndex index = rtlIndex + j;
mIndices.PushBack( glyphInfo[index].codepoint );
- mAdvance.PushBack( floor( glyphPositions[index].x_advance * FROM_266 ) );
+ mAdvance.PushBack( glyphPositions[index].x_advance * FROM_266 );
mCharacterMap.PushBack( glyphInfo[index].cluster );
- mOffset.PushBack( floor( glyphPositions[index].x_offset * FROM_266 ) );
- mOffset.PushBack( floor( glyphPositions[index].y_offset * FROM_266 ) );
+ mOffset.PushBack( glyphPositions[index].x_offset * FROM_266 );
+ mOffset.PushBack( glyphPositions[index].y_offset * FROM_266 );
}
i += numberOfGlyphsInCluster;
else
{
mIndices.PushBack( glyphInfo[i].codepoint );
- mAdvance.PushBack( floor( glyphPositions[i].x_advance * FROM_266 ) );
+ mAdvance.PushBack( glyphPositions[i].x_advance * FROM_266 );
mCharacterMap.PushBack( glyphInfo[i].cluster );
- mOffset.PushBack( floor( glyphPositions[i].x_offset * FROM_266 ) );
- mOffset.PushBack( floor( glyphPositions[i].y_offset * FROM_266 ) );
+ mOffset.PushBack( glyphPositions[i].x_offset * FROM_266 );
+ mOffset.PushBack( glyphPositions[i].y_offset * FROM_266 );
++i;
}