float t_l, t_w;
uint i;
- half_length = 0.5f * sqrtf(dx * dx + dy * dy) + 0.5f;
+ half_length = 0.5f * sqrtf(dx * dx + dy * dy);
+
+ if (half_length < 0.5f) {
+ /*
+ * The logic we use for "normal" sized segments is incorrect
+ * for very short segments (basically because we only have
+ * one value to interpolate, not a distance to each endpoint).
+ * Therefore, we calculate half_length differently, so that for
+ * original line length (near) 0, we get alpha 0 - otherwise
+ * max alpha would still be 0.5. This also prevents us from
+ * artifacts due to degenerated lines (the endpoints being
+ * identical, which would still receive anywhere from alpha
+ * 0-0.5 otherwise) (at least the pstipple stage may generate
+ * such lines due to float inaccuracies if line length is very
+ * close to a integer).
+ * Might not be fully accurate neither (because the "strength" of
+ * the line is going to be determined by how close to the pixel
+ * center those 1 or 2 fragments are) but it's probably the best
+ * we can do.
+ */
+ half_length = 2.0f * half_length;
+ } else {
+ half_length = half_length + 0.5f;
+ }
t_w = half_width;
t_l = 0.5f;