Author: Carlos Lopez <[email protected]>
Date:   Sat Aug 13 12:58:08 2011 +0200

Correct some documentation

---

 .../src/modules/mod_geometry/advanced_outline.cpp  |   10 ++++++----
 1 files changed, 6 insertions(+), 4 deletions(-)

diff --git a/synfig-core/src/modules/mod_geometry/advanced_outline.cpp 
b/synfig-core/src/modules/mod_geometry/advanced_outline.cpp
index 63aba29..518efc3 100644
--- a/synfig-core/src/modules/mod_geometry/advanced_outline.cpp
+++ b/synfig-core/src/modules/mod_geometry/advanced_outline.cpp
@@ -573,7 +573,9 @@ Advanced_Outline::sync()
                                if(wnext==wend)
                                {
                                        // There is always a widthpoint at the 
end (and start)
-                                       // when it is blinelooped and 
interpolated on last blinepoint.
+                                       // when it is blinelooped and 
interpolated on last widthpoint.
+                                       // In other cases the interpolated 
width is zero so there is not corner
+                                       // rendered.
                                        // ... let's make the last cusp...
                                        cwnext=cwplist.begin();
                                        cwiter=--cwplist.end();
@@ -655,12 +657,12 @@ Advanced_Outline::sync()
                                middle_corner=false;
                                continue;
                        }
-                       // If we are exactly on the first blinepoint...
+                       // If we stopped on an intermediate blinepoint (middle 
corner=true)...
                        sipos=homogeneous?hom_to_std(bline, ipos, 
wplist_.get_loop(), blineloop):ipos;
                        if(middle_corner==true)
                        {
-                               // ... do cusp at ipos
-                               // notice that if we are in the second 
blinepoint
+                               // ... do cusp at ipos if tangents are splitted
+                               // Notice that if we are in the second 
blinepoint
                                // for the last bezier, we will be over a 
widthpoint
                                // artificially inserted, so here we only 
insert cusps
                                // for the intermediate blinepoints when looped


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