#include "remote.h"
#include "teletxt/txtfont.h"
-float interpol_table_fac1[16][22];
-float interpol_table_fac2[16][22];
-float interpol_table_fac3[16][22];
-float interpol_table_fac4[16][22];
+unsigned int interpol_table_fac1[16][22];
+unsigned int interpol_table_fac2[16][22];
+unsigned int interpol_table_fac3[16][22];
+unsigned int interpol_table_fac4[16][22];
int interpol_lowbit[16];
int interpol_upbit[16];
int interpol_lowline[22];
interpol_upbit[px]= (min((unsigned int)ceil(fposx),11));
interpol_lowbit[px]= (max((unsigned int)floor(fposx),0));
- interpol_table_fac1[px][py]=xweight*yweight;
- interpol_table_fac2[px][py]=xinvweight*yweight;
- interpol_table_fac3[px][py]=xweight*yinvweight;
- interpol_table_fac4[px][py]=xinvweight*yinvweight;
+ interpol_table_fac1[px][py]=xweight*yweight*256.;
+ interpol_table_fac2[px][py]=xinvweight*yweight*256.;
+ interpol_table_fac3[px][py]=xweight*yinvweight*256.;
+ interpol_table_fac4[px][py]=xinvweight*yinvweight*256.;
}
}
{
//setSize(680, 550);
setSize(680,22); //Only first line
- setPosition(40, 13);
+ setPosition(40, 26);
}
else
{
- setPosition(40, 15);
+ setPosition(40, 30);
//setSize(680, 450);
setSize(680,18);//only first line
}
Colour ulc=( upperbitline &(0x8000>>lowerbit)) ? fgcharcl: bgcharcl;
Colour luc=( lowerbitline &(0x8000>>upperbit)) ? fgcharcl: bgcharcl;
Colour llc=( lowerbitline &(0x8000>>lowerbit)) ? fgcharcl: bgcharcl;
- float fac1,fac2,fac3,fac4;
+ unsigned int fac1,fac2,fac3,fac4;
fac1=interpol_table_fac1[px][py];
fac2=interpol_table_fac2[px][py];
fac3=interpol_table_fac3[px][py];
fac4=interpol_table_fac4[px][py];
- Colour res(uuc.red*fac1+ulc.red*fac2+luc.red*fac3+llc.red*fac4,
- uuc.green*fac1+ulc.green*fac2+luc.green*fac3+llc.green*fac4,
- uuc.blue*fac1+ulc.blue*fac2+luc.blue*fac3+llc.blue*fac4,
- uuc.alpha*fac1+ulc.alpha*fac2+luc.alpha*fac3+llc.alpha*fac4); //if this is too slow make a table
+ Colour res((uuc.red*fac1+ulc.red*fac2+luc.red*fac3+llc.red*fac4)/256,
+ (uuc.green*fac1+ulc.green*fac2+luc.green*fac3+llc.green*fac4)/256,
+ (uuc.blue*fac1+ulc.blue*fac2+luc.blue*fac3+llc.blue*fac4)/256,
+ (uuc.alpha*fac1+ulc.alpha*fac2+luc.alpha*fac3+llc.alpha*fac4)/256); //if this is too slow make a table
drawtarget->drawPixelAlpha(screenposx+px,screenposy+py,res, true);
}
}