Sorry, I must have not been clear - these are not before and after curve 
definitions. They are two approaches I tried. First I was using the curve to 
approach, and when that wasn't working nicely, I tried the quad curve.

On 07/11/2010, at 11:11 AM, David Duncan wrote:

> On Nov 6, 2010, at 4:41 PM, Gideon King wrote:
> 
>> I'm using a CAShapeLayer, and the animation of the shape of the curved path 
>> I am using is doing really strange things (It seems to work fine on straight 
>> lines). I have tried:
>> 
>>      CGPathMoveToPoint(tempPath, NULL, startPoint.x, startPoint.y);
>>      CGPathAddQuadCurveToPoint(tempPath, NULL, ctrl1.x, ctrl1.y, midPoint.x, 
>> midPoint.y);
>>      CGPathAddQuadCurveToPoint(tempPath, NULL, ctrl2.x, ctrl2.y, endPoint.x, 
>> endPoint.y);
>>      
>> and:
>> 
>>      CGPathMoveToPoint(tempPath, NULL, startPoint.x, startPoint.y);
>>      CGPathAddCurveToPoint(tempPath, NULL, ctrl1.x, ctrl1.y, ctrl1.x, 
>> ctrl1.y, midPoint.x, midPoint.y);
>>      CGPathAddCurveToPoint(tempPath, NULL, ctrl2.x, ctrl2.y, ctrl2.x, 
>> ctrl2.y, endPoint.x, endPoint.y);
> 
> These two paths are not structurally equivalent is the problem. You should be 
> able to get something predictable by using AddCurveToPoint in both places, 
> and to use the same location for both control points (which degenerates a 
> Cubic curve to a Quadratic one).
> --
> David Duncan
> 

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