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This fixes the mathlib build, at least for me. I didn't bother to fix code in e.g. raytrace or vgui_controls, so things are almost certainly still broken in there.
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@ -46,7 +46,7 @@ void ColorQuantize(uint8 const *Image,
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val1+=PIXEL(x,y,c)*ExtraValueXForms[i*3+c];
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val1+=PIXEL(x,y,c)*ExtraValueXForms[i*3+c];
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val1>>=8;
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val1>>=8;
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NthSample(s,y*Width+x,N_DIMENSIONS)->Value[c]=(uint8)
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NthSample(s,y*Width+x,N_DIMENSIONS)->Value[c]=(uint8)
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(min(255,max(0,val1)));
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(V_min(255,V_max(0,val1)));
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}
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}
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}
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}
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struct QuantizedValue *q=Quantize(s,Width*Height,N_DIMENSIONS,
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struct QuantizedValue *q=Quantize(s,Width*Height,N_DIMENSIONS,
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@ -76,7 +76,7 @@ void ColorQuantize(uint8 const *Image,
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tryc+=Error[x][c][ErrorUse];
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tryc+=Error[x][c][ErrorUse];
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Error[x][c][ErrorUse]=0;
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Error[x][c][ErrorUse]=0;
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}
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}
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samp[c]=(uint8) min(255,max(0,tryc));
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samp[c]=(uint8) V_min(255,V_max(0,tryc));
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}
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}
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struct QuantizedValue *f=FindMatch(samp,3,Weights,q);
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struct QuantizedValue *f=FindMatch(samp,3,Weights,q);
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out_pixels[Width*y+x]=(uint8) (f->value);
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out_pixels[Width*y+x]=(uint8) (f->value);
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@ -1777,7 +1777,7 @@ void QuaternionScale( const Quaternion &p, float t, Quaternion &q )
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// FIXME: nick, this isn't overly sensitive to accuracy, and it may be faster to
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// FIXME: nick, this isn't overly sensitive to accuracy, and it may be faster to
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// use the cos part (w) of the quaternion (sin(omega)*N,cos(omega)) to figure the new scale.
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// use the cos part (w) of the quaternion (sin(omega)*N,cos(omega)) to figure the new scale.
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float sinom = sqrt( DotProduct( &p.x, &p.x ) );
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float sinom = sqrt( DotProduct( &p.x, &p.x ) );
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sinom = min( sinom, 1.f );
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sinom = V_min( sinom, 1.f );
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float sinsom = sin( asin( sinom ) * t );
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float sinsom = sin( asin( sinom ) * t );
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@ -4057,10 +4057,10 @@ void CalcTriangleTangentSpace( const Vector &p0, const Vector &p1, const Vector
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void RGBtoHSV( const Vector &rgb, Vector &hsv )
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void RGBtoHSV( const Vector &rgb, Vector &hsv )
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{
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{
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float flMax = max( rgb.x, rgb.y );
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float flMax = V_max( rgb.x, rgb.y );
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flMax = max( flMax, rgb.z );
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flMax = V_max( flMax, rgb.z );
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float flMin = min( rgb.x, rgb.y );
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float flMin = V_min( rgb.x, rgb.y );
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flMin = min( flMin, rgb.z );
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flMin = V_min( flMin, rgb.z );
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// hsv.z is the value
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// hsv.z is the value
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hsv.z = flMax;
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hsv.z = flMax;
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@ -411,8 +411,8 @@ static void Label(struct QuantizedValue *q, int updatecolor)
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else
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else
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for(int i=0;i<current_ndims;i++)
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for(int i=0;i<current_ndims;i++)
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{
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{
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q->Mins[i]=min(q->Children[0]->Mins[i],q->Children[1]->Mins[i]);
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q->Mins[i]=V_min(q->Children[0]->Mins[i],q->Children[1]->Mins[i]);
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q->Maxs[i]=max(q->Children[0]->Maxs[i],q->Children[1]->Maxs[i]);
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q->Maxs[i]=V_max(q->Children[0]->Maxs[i],q->Children[1]->Maxs[i]);
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}
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}
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}
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}
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}
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}
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@ -48,7 +48,7 @@ void CSIMDVectorMatrix::CreateFromRGBA_FloatImageData(int srcwidth, int srcheigh
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{
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{
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for(int cp=0;cp<4; cp++)
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for(int cp=0;cp<4; cp++)
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{
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{
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int real_cp=min( cp, ntrailing_pixels_per_source_line-1 );
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int real_cp=V_min( cp, ntrailing_pixels_per_source_line-1 );
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data_out[4*c+cp]= data_in[c+4*real_cp];
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data_out[4*c+cp]= data_in[c+4*real_cp];
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}
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}
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}
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}
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