         minx = max(minx - 2, 0); // Decrement by 2 as we always render two extra points to keep cubic flowing
         size = min(size + 2, entries.count); // Increment by 1 as we always render two extra points to keep cubic flowing
         
-        if (size - minx >= 4)
+        if (size - minx >= 2)
         {
             var prevDx: CGFloat = 0.0;
             var prevDy: CGFloat = 0.0;

            {
                cur = entries[entries.count - 1];
                prev = entries[entries.count - 2];
                prevPrev = entries[entries.count - 3];
                next = cur;
                
                prevDx = CGFloat(cur.xIndex - prevPrev.xIndex) * intensity;

        
        if (dataSet.isDrawFilledEnabled)
        {
            drawCubicFill(context: context, dataSet: dataSet, spline: cubicPath, matrix: valueToPixelMatrix, from: minx, to: size);
        }
        
        CGContextBeginPath(context);
