[Pkg] The Trunk: Graphics-nice.100.mcz
commits at source.squeak.org
commits at source.squeak.org
Mon Jan 18 20:55:52 UTC 2010
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 at 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.!
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