X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=source%2FIrrlicht%2FCTRTextureLightMap2_M2.cpp;h=19d051f34ff917b01c6c56a8edde0e5c9f06b1e1;hb=fa0b1cb5092bb1c2109ff870587a32b771179705;hp=5976cfb8b97e38d400b223411cb6d492120d6870;hpb=01920bf808be378363ebcdc81e78b251d9189f60;p=irrlicht.git diff --git a/source/Irrlicht/CTRTextureLightMap2_M2.cpp b/source/Irrlicht/CTRTextureLightMap2_M2.cpp index 5976cfb..19d051f 100644 --- a/source/Irrlicht/CTRTextureLightMap2_M2.cpp +++ b/source/Irrlicht/CTRTextureLightMap2_M2.cpp @@ -121,7 +121,7 @@ REALINLINE void CTRTextureLightMap2_M2::scanline_bilinear2 () return; // slopes - const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] ); + const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] ); // search z-buffer for first not occulled pixel z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart; @@ -254,9 +254,9 @@ void CTRTextureLightMap2_M2::drawTriangle(const s4DVertex* burning_restrict a, c const f32 ba = b->Pos.y - a->Pos.y; const f32 cb = c->Pos.y - b->Pos.y; // calculate delta y of the edges - scan.invDeltaY[0] = reciprocal_zero( ca ); - scan.invDeltaY[1] = reciprocal_zero( ba ); - scan.invDeltaY[2] = reciprocal_zero( cb ); + scan.invDeltaY[0] = fill_step_y( ca ); + scan.invDeltaY[1] = fill_step_y( ba ); + scan.invDeltaY[2] = fill_step_y( cb ); if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) ) return; @@ -380,7 +380,7 @@ void CTRTextureLightMap2_M2::drawTriangle(const s4DVertex* burning_restrict a, c #endif // rasterize the edge scanlines - for( line.y = yStart; line.y <= yEnd; ++line.y) + for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y) { line.x[scan.left] = scan.x[0]; line.x[scan.right] = scan.x[1]; @@ -411,7 +411,7 @@ void CTRTextureLightMap2_M2::drawTriangle(const s4DVertex* burning_restrict a, c #endif // render a scanline - scanline_bilinear2 (); + interlace_scanline scanline_bilinear2 (); scan.x[0] += scan.slopeX[0]; scan.x[1] += scan.slopeX[1]; @@ -541,7 +541,7 @@ void CTRTextureLightMap2_M2::drawTriangle(const s4DVertex* burning_restrict a, c #endif // rasterize the edge scanlines - for( line.y = yStart; line.y <= yEnd; ++line.y) + for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y) { line.x[scan.left] = scan.x[0]; line.x[scan.right] = scan.x[1]; @@ -572,7 +572,7 @@ void CTRTextureLightMap2_M2::drawTriangle(const s4DVertex* burning_restrict a, c #endif // render a scanline - scanline_bilinear2 (); + interlace_scanline scanline_bilinear2 (); scan.x[0] += scan.slopeX[0]; scan.x[1] += scan.slopeX[1];