#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;
{
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
{
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