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draw-lib's Issues

VertexData growing too fast?

Hello Rodrigo and WOW this is fantastic!

I started off ( a long time ago) to help maintain the old Graphics Extension but this seems a lot better. Wonderful work!

I am noticing what must be a bug, though, and I'll try to describe it here, with the best repro I have so far:

TO make the repro case, I did this:

Modify the DemoPixiDynamic sample to 1) Not draw any initial shapes. 2) Only draw random lineTo rather than cubicCurveTo

This way, I will just get straight lines from random positions.
When I add a trace in renderMesh() of the Draw class, like this:
trace("renderMesh: vertexData.numVertices: " , vd.numVertices);
around line 170, and start clicking, I get the following:

renderMesh: vertexData.numVertices: 4 (After one lineTo)
renderMesh: vertexData.numVertices: 12 (After two lineTos etc)
renderMesh: vertexData.numVertices: 24
renderMesh: vertexData.numVertices: 40
renderMesh: vertexData.numVertices: 60
renderMesh: vertexData.numVertices: 84
renderMesh: vertexData.numVertices: 112
renderMesh: vertexData.numVertices: 144
renderMesh: vertexData.numVertices: 180
renderMesh: vertexData.numVertices: 220
renderMesh: vertexData.numVertices: 264
renderMesh: vertexData.numVertices: 312
renderMesh: vertexData.numVertices: 364
renderMesh: vertexData.numVertices: 420
renderMesh: vertexData.numVertices: 480
renderMesh: vertexData.numVertices: 544
renderMesh: vertexData.numVertices: 612
renderMesh: vertexData.numVertices: 684
renderMesh: vertexData.numVertices: 760
renderMesh: vertexData.numVertices: 840
renderMesh: vertexData.numVertices: 924
renderMesh: vertexData.numVertices: 1012
renderMesh: vertexData.numVertices: 1104
renderMesh: vertexData.numVertices: 1200
renderMesh: vertexData.numVertices: 1300
renderMesh: vertexData.numVertices: 1404 (Here, the number of vertexData increases with over 100 for just one LineTo , from 1300 to 1404 )

I am looking into it currently, as I find myself with some time on my hands and I really love Starling and this kind of functionality, but I thought I'd mention it here.

I can't easily see why this would be happening, but I'm sure it's some silly mistake :)

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