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authorBrian Paul <[email protected]>2001-05-14 23:11:12 +0000
committerBrian Paul <[email protected]>2001-05-14 23:11:12 +0000
commit0ab16e01348a8feceda9ee55f14b035e400d3c01 (patch)
treea48d883fe84f5ac2e4bc8edff078fad97648bf2c /src/mesa/swrast
parent649971518c6b79bc510d3a15b025250a7f947def (diff)
New IFLOOR, ICEIL macros from Josh Vanderhoof. Fixes problems with
IFLOOR(1.99999)==2, for example. Moved some macros from config.h to glheader.h
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r--src/mesa/swrast/s_texture.c21
1 files changed, 11 insertions, 10 deletions
diff --git a/src/mesa/swrast/s_texture.c b/src/mesa/swrast/s_texture.c
index 8415fb3ec90..ae18bff0dee 100644
--- a/src/mesa/swrast/s_texture.c
+++ b/src/mesa/swrast/s_texture.c
@@ -1,4 +1,4 @@
-/* $Id: s_texture.c,v 1.28 2001/05/03 14:11:53 brianp Exp $ */
+/* $Id: s_texture.c,v 1.29 2001/05/14 23:11:13 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -187,12 +187,13 @@
/*
* Note, the FRAC macro has to work perfectly. Otherwise you'll sometimes
- * see 1-pixel bands of improperly weighted linear-sampled texels.
- * In particular, #define FRAC(f) ((f) - IFLOOR(f)) doesn't work.
+ * see 1-pixel bands of improperly weighted linear-sampled texels. The
+ * tests/texwrap.c demo is a good test.
* Also note, FRAC(x) doesn't truly return the fractional part of x for x < 0.
* Instead, if x < 0 then FRAC(x) = 1 - true_frac(x).
*/
-#define FRAC(f) ((f) - floor(f))
+#define FRAC(f) ((f) - IFLOOR(f))
+
/*
@@ -321,7 +322,7 @@ sample_1d_linear(GLcontext *ctx,
}
{
- const GLfloat a = FRAC(u + 1.0F);
+ const GLfloat a = FRAC(u);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
const GLint w0 = IROUND_POS((1.0F-a) * WEIGHT_SCALE);
const GLint w1 = IROUND_POS( a * WEIGHT_SCALE);
@@ -619,8 +620,8 @@ sample_2d_linear(GLcontext *ctx,
}
{
- const GLfloat a = FRAC(u - 1.0);
- const GLfloat b = FRAC(v - 1.0);
+ const GLfloat a = FRAC(u);
+ const GLfloat b = FRAC(v);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
const GLint w00 = IROUND_POS((1.0F-a) * (1.0F-b) * WEIGHT_SCALE);
const GLint w10 = IROUND_POS( a * (1.0F-b) * WEIGHT_SCALE);
@@ -1047,9 +1048,9 @@ sample_3d_linear(GLcontext *ctx,
}
{
- const GLfloat a = FRAC(u + 1.0F);
- const GLfloat b = FRAC(v + 1.0F);
- const GLfloat c = FRAC(w + 1.0F);
+ const GLfloat a = FRAC(u);
+ const GLfloat b = FRAC(v);
+ const GLfloat c = FRAC(w);
/* compute sample weights in fixed point in [0,WEIGHT_SCALE] */
GLint w000 = IROUND_POS((1.0F-a) * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE);
GLint w100 = IROUND_POS( a * (1.0F-b) * (1.0F-c) * WEIGHT_SCALE);