variable name fixes only, no change in behaviour
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 23 Mar 2009 18:16:30 +0000 (18:16 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 23 Mar 2009 18:16:30 +0000 (18:16 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8826 d7cf8633-e32d-0410-b094-e92efae38249

curves.c

index ad5bb63..910201a 100644 (file)
--- a/curves.c
+++ b/curves.c
@@ -136,11 +136,11 @@ void Q3PatchTesselateFloat(int numcomponents, int outputstride, float *outputver
 #endif
 }
 
-static int Q3PatchTesselation(float largestsquared2xcurvearea, float tolerance)
+static int Q3PatchTesselation(float largestsquared3xcurvearea, float tolerance)
 {
        float f;
        // f is actually a squared 2x curve area... so the formula had to be adjusted to give roughly the same subdivisions
-       f = pow(largestsquared2xcurvearea / 64.0, 0.25) / tolerance;
+       f = pow(largestsquared3xcurvearea / 64.0, 0.25) / tolerance;
        //if(f < 0.25) // VERY flat patches
        if(f < 0.0001) // TOTALLY flat patches
                return 0;
@@ -234,19 +234,19 @@ int Q3PatchTesselationOnX(int patchwidth, int patchheight, int components, const
 {
        int x, y;
        const float *patch;
-       float squared2xcurvearea, largestsquared2xcurvearea;
-       largestsquared2xcurvearea = 0;
+       float squared3xcurvearea, largestsquared3xcurvearea;
+       largestsquared3xcurvearea = 0;
        for (y = 0;y < patchheight;y++)
        {
                for (x = 0;x < patchwidth-1;x += 2)
                {
                        patch = in + ((y * patchwidth) + x) * components;
-                       squared2xcurvearea = Squared3xCurveArea(&patch[0], &patch[components], &patch[2*components], components);
-                       if (largestsquared2xcurvearea < squared2xcurvearea)
-                               largestsquared2xcurvearea = squared2xcurvearea;
+                       squared3xcurvearea = Squared3xCurveArea(&patch[0], &patch[components], &patch[2*components], components);
+                       if (largestsquared3xcurvearea < squared3xcurvearea)
+                               largestsquared3xcurvearea = squared3xcurvearea;
                }
        }
-       return Q3PatchTesselation(largestsquared2xcurvearea, tolerance);
+       return Q3PatchTesselation(largestsquared3xcurvearea, tolerance);
 }
 
 // returns how much tesselation of each segment is needed to remain under tolerance
@@ -254,19 +254,19 @@ int Q3PatchTesselationOnY(int patchwidth, int patchheight, int components, const
 {
        int x, y;
        const float *patch;
-       float squared2xcurvearea, largestsquared2xcurvearea;
-       largestsquared2xcurvearea = 0;
+       float squared3xcurvearea, largestsquared3xcurvearea;
+       largestsquared3xcurvearea = 0;
        for (y = 0;y < patchheight-1;y += 2)
        {
                for (x = 0;x < patchwidth;x++)
                {
                        patch = in + ((y * patchwidth) + x) * components;
-                       squared2xcurvearea = Squared3xCurveArea(&patch[0], &patch[patchwidth*components], &patch[2*patchwidth*components], components);
-                       if (largestsquared2xcurvearea < squared2xcurvearea)
-                               largestsquared2xcurvearea = squared2xcurvearea;
+                       squared3xcurvearea = Squared3xCurveArea(&patch[0], &patch[patchwidth*components], &patch[2*patchwidth*components], components);
+                       if (largestsquared3xcurvearea < squared3xcurvearea)
+                               largestsquared3xcurvearea = squared3xcurvearea;
                }
        }
-       return Q3PatchTesselation(largestsquared2xcurvearea, tolerance);
+       return Q3PatchTesselation(largestsquared3xcurvearea, tolerance);
 }
 
 // Find an equal vertex in array. Check only vertices with odd X and Y