for (j = 0; j < NR_PLANES; j++) {
mask &= ~build_mask(c[j] - 1,
- plane[j].step[1],
- plane[j].step[2]);
+ -plane[j].dcdx,
+ plane[j].dcdy);
}
/* Now pass to the shader:
partmask = 0; /* outside one or more trivial accept planes */
for (j = 0; j < NR_PLANES; j++) {
- const int dcdx = plane[j].step[1] * 4;
- const int dcdy = plane[j].step[2] * 4;
+ const int dcdx = -plane[j].dcdx * 4;
+ const int dcdy = plane[j].dcdy * 4;
const int cox = c[j] + plane[j].eo * 4;
const int cio = c[j] + plane[j].ei * 4 - 1;
}
for (j = 0; j < NR_PLANES; j++) {
- const int dcdx = plane[j].step[1] * 16;
- const int dcdy = plane[j].step[2] * 16;
+ const int dcdx = -plane[j].dcdx * 16;
+ const int dcdy = plane[j].dcdy * 16;
const int cox = c[j] + plane[j].eo * 16;
const int cio = c[j] + plane[j].ei * 16 - 1;