-/* $Id: s_aaline.c,v 1.6 2001/03/12 00:48:41 gareth Exp $ */
+/* $Id: s_aaline.c,v 1.7 2001/03/28 21:37:24 brianp Exp $ */
/*
* Mesa 3-D graphics library
else {
j = i++;
}
- samples[j][0] = x * dx;
- samples[j][1] = y * dy;
+ samples[j][0] = x * dx + 0.5 * dx;
+ samples[j][1] = y * dy + 0.5 * dy;
}
}
}
-/* $Id: s_aatriangle.c,v 1.10 2001/03/19 02:25:36 keithw Exp $ */
+/* $Id: s_aatriangle.c,v 1.11 2001/03/28 21:37:24 brianp Exp $ */
/*
* Mesa 3-D graphics library
compute_coveragef(const GLfloat v0[3], const GLfloat v1[3],
const GLfloat v2[3], GLint winx, GLint winy)
{
+#define B 0.125
static const GLfloat samples[16][2] = {
/* start with the four corners */
- { 0.00, 0.00 },
- { 0.75, 0.00 },
- { 0.00, 0.75 },
- { 0.75, 0.75 },
+ { 0.00+B, 0.00+B },
+ { 0.75+B, 0.00+B },
+ { 0.00+B, 0.75+B },
+ { 0.75+B, 0.75+B },
/* continue with interior samples */
- { 0.25, 0.00 },
- { 0.50, 0.00 },
- { 0.00, 0.25 },
- { 0.25, 0.25 },
- { 0.50, 0.25 },
- { 0.75, 0.25 },
- { 0.00, 0.50 },
- { 0.25, 0.50 },
- { 0.50, 0.50 },
- { 0.75, 0.50 },
- { 0.25, 0.75 },
- { 0.50, 0.75 }
+ { 0.25+B, 0.00+B },
+ { 0.50+B, 0.00+B },
+ { 0.00+B, 0.25+B },
+ { 0.25+B, 0.25+B },
+ { 0.50+B, 0.25+B },
+ { 0.75+B, 0.25+B },
+ { 0.00+B, 0.50+B },
+ { 0.25+B, 0.50+B },
+ { 0.50+B, 0.50+B },
+ { 0.75+B, 0.50+B },
+ { 0.25+B, 0.75+B },
+ { 0.50+B, 0.75+B }
};
const GLfloat x = (GLfloat) winx;
const GLfloat y = (GLfloat) winy;
*/
static const GLfloat samples[15][2] = {
/* start with the four corners */
- { 0.00, 0.00 },
- { 0.75, 0.00 },
- { 0.00, 0.75 },
- { 0.75, 0.75 },
+ { 0.00+B, 0.00+B },
+ { 0.75+B, 0.00+B },
+ { 0.00+B, 0.75+B },
+ { 0.75+B, 0.75+B },
/* continue with interior samples */
- { 0.25, 0.00 },
- { 0.50, 0.00 },
- { 0.00, 0.25 },
- { 0.25, 0.25 },
- { 0.50, 0.25 },
- { 0.75, 0.25 },
- { 0.00, 0.50 },
- { 0.25, 0.50 },
+ { 0.25+B, 0.00+B },
+ { 0.50+B, 0.00+B },
+ { 0.00+B, 0.25+B },
+ { 0.25+B, 0.25+B },
+ { 0.50+B, 0.25+B },
+ { 0.75+B, 0.25+B },
+ { 0.00+B, 0.50+B },
+ { 0.25+B, 0.50+B },
/*{ 0.50, 0.50 },*/
- { 0.75, 0.50 },
- { 0.25, 0.75 },
- { 0.50, 0.75 }
+ { 0.75+B, 0.50+B },
+ { 0.25+B, 0.75+B },
+ { 0.50+B, 0.75+B }
};
const GLfloat x = (GLfloat) winx;
const GLfloat y = (GLfloat) winy;