The Trunk: Graphics-nice.100.mcz

Previous Topic Next Topic
 
classic Classic list List threaded Threaded
1 message Options
Reply | Threaded
Open this post in threaded view
|

The Trunk: Graphics-nice.100.mcz

commits-2
Nicolas Cellier uploaded a new version of Graphics to project The Trunk:
http://source.squeak.org/trunk/Graphics-nice.100.mcz

==================== Summary ====================

Name: Graphics-nice.100
Author: nice
Time: 18 January 2010, 9:55:15.04 pm
UUID: 8b8a9718-7ce3-4885-82c8-9bfc5aab4fa9
Ancestors: Graphics-nice.99

move some temp assignment outside blocks

=============== Diff against Graphics-nice.99 ===============

Item was changed:
  ----- Method: Form>>displayInterpolatedIn:on: (in category 'displaying') -----
  displayInterpolatedIn: aRectangle on: aForm
  "Display the receiver on aForm, using interpolation if necessary.
  Form fromUser displayInterpolatedOn: Display.
  Note: When scaling we attempt to use bilinear interpolation based
  on the 3D engine. If the engine is not there then we use WarpBlt.
  "
  | engine adjustedR |
  self extent = aRectangle extent ifTrue:[^self displayOn: aForm at: aRectangle origin].
+ engine := Smalltalk at: #B3DRenderEngine
+ ifPresent: [:engineClass | (engineClass defaultForPlatformOn: aForm)].
- Smalltalk at: #B3DRenderEngine
- ifPresent:[:engineClass| engine := (engineClass defaultForPlatformOn: aForm)].
  engine ifNil:[
  "We've got no bilinear interpolation. Use WarpBlt instead"
  (WarpBlt current toForm: aForm)
  sourceForm: self destRect: aRectangle;
  combinationRule: 3;
  cellSize: 2;
  warpBits.
  ^self
  ].
 
  "Otherwise use the 3D engine for our purposes"
 
  "there seems to be a slight bug in B3D which the following adjusts for"
  adjustedR := (aRectangle withRight: aRectangle right + 1) translateBy: 0@1.
  engine viewport: adjustedR.
  engine material: ((Smalltalk at: #B3DMaterial) new emission: Color white).
  engine texture: self.
  engine render: ((Smalltalk at: #B3DIndexedQuadMesh) new plainTextureRect).
  engine finish.!

Item was changed:
  ----- Method: Form>>displayInterpolatedOn: (in category 'displaying') -----
  displayInterpolatedOn: aForm
  "Display the receiver on aForm, using interpolation if necessary.
  Form fromUser displayInterpolatedOn: Display.
  Note: When scaling we attempt to use bilinear interpolation based
  on the 3D engine. If the engine is not there then we use WarpBlt.
  "
  | engine |
  self extent = aForm extent ifTrue:[^self displayOn: aForm].
+ engine := Smalltalk at: #B3DRenderEngine
+ ifPresent:[:engineClass| (engineClass defaultForPlatformOn: aForm)].
- Smalltalk at: #B3DRenderEngine
- ifPresent:[:engineClass| engine := (engineClass defaultForPlatformOn: aForm)].
  engine ifNil:[
  "We've got no bilinear interpolation. Use WarpBlt instead"
  (WarpBlt current toForm: aForm)
  sourceForm: self destRect: aForm boundingBox;
  combinationRule: 3;
  cellSize: 2;
  warpBits.
  ^self
  ].
  "Otherwise use the 3D engine for our purposes"
  engine viewport: aForm boundingBox.
  engine material: ((Smalltalk at: #B3DMaterial) new emission: Color white).
  engine texture: self.
  engine render: ((Smalltalk at: #B3DIndexedQuadMesh) new plainTextureRect).
  engine finish.!