- COST(3e2, edgewise_vertex_displacement_cost(vs->a));
- COST(1e3, edge_length_variation_cost(vs->a));
- COST(0.2e3, rim_proximity_cost(vs->a));
-// COST(1e2, graph_layout_cost(vs->a));
- COST(1e8, noncircular_rim_cost(vs->a));
+#if YBITS==3
+ COST( 3e2, line_bending_cost(vs->a));
+ COST( 1e3, edge_length_variation_cost(vs->a));
+ COST( 0.2e3, rim_proximity_cost(vs->a));
+ COST( 1e8, noncircular_rim_cost(vs->a));
+#else
+ COST( 3e3, line_bending_cost(vs->a));
+ COST( 1e4, edge_length_variation_cost(vs->a));
+ COST( 0.2e3, rim_proximity_cost(vs->a));
+ COST( 1e8, noncircular_rim_cost(vs->a));
+#endif