incorporate dxStart into xSubstep to make xOffset calculate a single time
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4a207151e2
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src/external/rlsw.h
vendored
20
src/external/rlsw.h
vendored
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@ -5420,23 +5420,25 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t
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#endif
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// Compute the subpixel distance to traverse before the first pixel
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// Also step further into them to move away from the colorbuffer edge.
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float xSubstep = 1.0f - sw_fract(start->position[0]);
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float dxStart = (float)(xLoopStart - xStart);
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float xOffset = xSubstep + dxStart;
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// Initializing the interpolation starting values.
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// Also step further into them to move away from the colorbuffer edge.
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float w = start->position[3] + dWdx*xSubstep + dWdx*dxStart;
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float w = start->position[3] + dWdx*xOffset;
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float color[4] = {
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start->color[0] + dCdx[0]*xSubstep + dCdx[0]*dxStart,
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start->color[1] + dCdx[1]*xSubstep + dCdx[1]*dxStart,
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start->color[2] + dCdx[2]*xSubstep + dCdx[2]*dxStart,
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start->color[3] + dCdx[3]*xSubstep + dCdx[3]*dxStart
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start->color[0] + dCdx[0]*xOffset,
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start->color[1] + dCdx[1]*xOffset,
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start->color[2] + dCdx[2]*xOffset,
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start->color[3] + dCdx[3]*xOffset
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};
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#ifdef SW_ENABLE_DEPTH_TEST
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float z = start->position[2] + dZdx*xSubstep + dZdx*dxStart;
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float z = start->position[2] + dZdx*xOffset;
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#endif
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#ifdef SW_ENABLE_TEXTURE
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float u = start->texcoord[0] + dUdx*xSubstep + dUdx*dxStart;
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float v = start->texcoord[1] + dVdx*xSubstep + dVdx*dxStart;
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float u = start->texcoord[0] + dUdx*xOffset;
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float v = start->texcoord[1] + dVdx*xOffset;
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#endif
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// Pre-calculate the starting pointers for the framebuffer row
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