Use Pango macros for handling PANGO_SCALE.
&ascent, &height);
instance->rect[0] = x + cx;
instance->rect[1] = y + cy - ascent;
- instance->rect[2] = (float)gi->geometry.width / PANGO_SCALE;
+ instance->rect[2] = PANGO_PIXELS_CEIL (gi->geometry.width);
instance->rect[3] = height;
count++;
&ascent, &height);
instance->rect[0] = x + cx;
instance->rect[1] = y + cy - ascent;
- instance->rect[2] = (float)gi->geometry.width / PANGO_SCALE;
+ instance->rect[2] = PANGO_PIXELS_CEIL (gi->geometry.width);
instance->rect[3] = height;
instance->color[0] = color->red;
instance->color[1] = color->green;