**
** \legal
** Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley
+** Copyright (c) 2007 Chris Moore
**
** This package is free software; you can redistribute it and/or
** modify it under the terms of the GNU General Public License as
int intersect(Real x,Real y) const
{
- if((y < aabb.miny) || (y > aabb.maxy) || (x < aabb.minx)) return 0;
+ if((y < aabb.miny+EPSILON) || (y > aabb.maxy) || (x < aabb.minx)) return 0;
if(x > aabb.maxx) return ydir;
//int i = 0;
degrees.push_back(2);
}
- static int intersect_conic(Real x, Real y, Point *p, int level = 0)
+ static int intersect_conic(Real x, Real y, Point *p, int /*level*/ = 0)
{
Real ymin,ymax,xmin,xmax;
int intersects = 0;
const Real cn[4] = {a,b,c,d};
Real p,dp,newt,oldpmag=FLT_MAX;
- //eval cubic eqn and it's derivative
+ //eval cubic eqn and its derivative
for(;;)
{
p = cn[0]*t + cn[1];
}
}
- static int intersect_cubic(Real x, Real y, Point *p, int level = 0)
+ static int intersect_cubic(Real x, Real y, Point *p, int /*level*/ = 0)
{
const Real INVALIDROOT = -FLT_MAX;
Real ymin,ymax,xmin,xmax;
{
Rect aabb;
- //! true iff aabb hasn't been initialised yet
+ //! true iff aabb hasn't been initialized yet
bool initaabb;
int flags;
//generate data for the ending clipped info
if(y > window.maxy)
{
- //intial line to intersection (and degenerate)
+ //initial line to intersection (and degenerate)
n[2] = x + (window.maxy - y) * dx / dy;
//intersect coords
//generate data for the ending clipped info
if(y < window.miny)
{
- //intial line to intersection (and degenerate)
+ //initial line to intersection (and degenerate)
n[2] = x + (window.miny - y) * dx / dy;
//intersect coords
//generate data for the ending clipped info
if(x > window.maxx)
{
- //intial line to intersection (and degenerate)
+ //initial line to intersection (and degenerate)
n[2] = y + (window.maxx - x) * dy / dx;
n[0] = window.maxx;
//generate data for the ending clipped info
if(x < window.minx)
{
- //intial line to intersection (and degenerate)
+ //initial line to intersection (and degenerate)
n[2] = y + (window.minx - x) * dy / dx;
n[0] = window.minx;
{
if(num >= MAX_SUBDIVISION_SIZE)
{
- warning("Curve subdivision somehow ran out of space while tesselating!");
+ warning("Curve subdivision somehow ran out of space while tessellating!");
//do something...
assert(0);
{
if(num >= MAX_SUBDIVISION_SIZE)
{
- warning("Curve subdivision somehow ran out of space while tesselating!");
+ warning("Curve subdivision somehow ran out of space while tessellating!");
//do something...
assert(0);
//case all in same pixel
if(ix1 == ix2) //impossible for degenerate case (covered by the previous cases)
{
- current.addcover(dy,(fx1 + fx2)*dy/2); //horizontal trapazoid area
+ current.addcover(dy,(fx1 + fx2)*dy/2); //horizontal trapezoid area
return;
}
mult = (1 - fx1)*dydx; //next y intersection diff value (at 1)
//first pixel
- current.addcover(mult,(1 + fx1)*mult/2); // fx1,fy1,1,fy@1 - starting trapazoidal area
+ current.addcover(mult,(1 + fx1)*mult/2); // fx1,fy1,1,fy@1 - starting trapezoidal area
//move to the next pixel
fy1 += mult;
mult = fx1*dydx; //next y intersection diff value
//first pixel
- current.addcover(mult,fx1*mult/2); // fx1,fy1,0,fy@0 - starting trapazoidal area
+ current.addcover(mult,fx1*mult/2); // fx1,fy1,0,fy@0 - starting trapezoidal area
//move to next pixel
fy1 += mult;
mult = (1 - fy1) * dxdy;
- //x interset scanline
+ //x intersect scanline
x_from = x1 + mult;
draw_scanline(iy1,x1,fy1,x_from,1);
mult = fy1 * dxdy;
- //x interset scanline
+ //x intersect scanline
x_from = x1 + mult;
draw_scanline(iy1,x1,fy1,x_from,0);
}
bool
-Layer_Shape::render_shape(Surface *surface,bool useblend,int quality,
+Layer_Shape::render_shape(Surface *surface,bool useblend,int /*quality*/,
const RendDesc &renddesc, ProgressCallback *cb)const
{
int tmp(0);
PolySpan span;
- //optimization for tesselating only inside tiles
+ //optimization for tessellating only inside tiles
span.window.minx = 0;
span.window.miny = 0;
span.window.maxx = w;
}
bool
-Layer_Shape::render_shape(surface<float> *surface,int quality,
- const RendDesc &renddesc, ProgressCallback *cb)const
+Layer_Shape::render_shape(surface<float> *surface,int /*quality*/,
+ const RendDesc &renddesc, ProgressCallback */*cb*/)const
{
// If our amount is set to zero, no need to render anything
if(!get_amount())
PolySpan span;
- //optimization for tesselating only inside tiles
+ //optimization for tessellating only inside tiles
span.window.minx = 0;
span.window.miny = 0;
span.window.maxx = w;