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Use 0 degrees as the default angle for the 'cos' convert.
[synfig.git]
/
synfig-core
/
trunk
/
src
/
synfig
/
blur.cpp
diff --git
a/synfig-core/trunk/src/synfig/blur.cpp
b/synfig-core/trunk/src/synfig/blur.cpp
index
ec80fd7
..
4307a7e
100644
(file)
--- a/
synfig-core/trunk/src/synfig/blur.cpp
+++ b/
synfig-core/trunk/src/synfig/blur.cpp
@@
-170,7
+170,7
@@
static void GuassianBlur_3x3(etl::surface<T,AT,VP> &surface)
T *SC0=new T[w+1];
T *SC1=new T[w+1];
T *SC0=new T[w+1];
T *SC1=new T[w+1];
- // Setup the row bufers
+ // Setup the row buf
f
ers
for(x=0;x<w;x++)SC0[x]=surface[0][x]*4;
// memcpy(SC1,surface[0],w*sizeof(T));
for(x=0;x<w;x++)SC0[x]=surface[0][x]*4;
// memcpy(SC1,surface[0],w*sizeof(T));
@@
-218,7
+218,7
@@
inline static void GaussianBlur_5x5_(etl::surface<T,AT,VP> &surface,T *SC0,T *SC
w=surface.get_w();
h=surface.get_h();
w=surface.get_w();
h=surface.get_h();
- // Setup the row bufers
+ // Setup the row buf
f
ers
for(x=0;x<w;x++)SC0[x+2]=surface[0][x]*24;
// memset(SC0,0,(w+2)*sizeof(T));
memset(SC1,0,(w+2)*sizeof(T));
for(x=0;x<w;x++)SC0[x+2]=surface[0][x]*24;
// memset(SC0,0,(w+2)*sizeof(T));
memset(SC1,0,(w+2)*sizeof(T));
@@
-714,10
+714,10
@@
bool Blur::operator ()(const Surface &surface,
}*/
/* Squaring the pw and ph values
}*/
/* Squaring the pw and ph values
- is necessary to insure consist
a
nt
+ is necessary to insure consist
e
nt
results when rendered to different
resolutions.
results when rendered to different
resolutions.
- Unfortunately, this automaticly
+ Unfortunately, this automatic
al
ly
squares our rendertime.
There has got to be a faster way...
*/
squares our rendertime.
There has got to be a faster way...
*/
@@
-1088,10
+1088,10
@@
bool Blur::operator ()(const surface<float> &surface,
}*/
/* Squaring the pw and ph values
}*/
/* Squaring the pw and ph values
- is necessary to insure consist
a
nt
+ is necessary to insure consist
e
nt
results when rendered to different
resolutions.
results when rendered to different
resolutions.
- Unfortunately, this automaticly
+ Unfortunately, this automatic
al
ly
squares our rendertime.
There has got to be a faster way...
*/
squares our rendertime.
There has got to be a faster way...
*/