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Simple pass over the codebase to standardize the platform types.
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189 changed files with 824 additions and 824 deletions
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@ -799,7 +799,7 @@ void BitRender::bitTo8Bit_3(U32 * bits, U32 * eightBits, S32 dim)
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#if defined(TORQUE_BIG_ENDIAN)
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#define MAX_SHADOW_TEXELS (256 + 4) //256 seems big enough, +4 so we can run off end of buffer.
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// slow fake gaussian
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int i, j, c;
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S32 i, j, c;
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U8 tmpLine[3][MAX_SHADOW_TEXELS];
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U8 *src0, *src1, *src2;
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U8 *s0, *s1, *s2;
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@ -809,7 +809,7 @@ void BitRender::bitTo8Bit_3(U32 * bits, U32 * eightBits, S32 dim)
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U32 currVal;
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U32 sampleVal;
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U8 c00, c01, c02, c10, c11, c12, c20, c21, c22;
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int openBuf;
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S32 openBuf;
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src0 = tmpLine[0];
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src1 = tmpLine[1];
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@ -902,9 +902,9 @@ void BitRender::bitTo8Bit_3(U32 * bits, U32 * eightBits, S32 dim)
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sampleVal = 0; //c12; // take end.
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else // inner pixel
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{
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const int wXP = 3; // corners
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const int wPP = 4; // plus/NSEW
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const int wCP = 4; // center
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const S32 wXP = 3; // corners
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const S32 wPP = 4; // plus/NSEW
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const S32 wCP = 4; // center
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sampleVal = (c00+c02+c20+c22)*wXP + (c01+c10+c12+c21)*wPP + c11*wCP;
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sampleVal >>= 5; // div by 32 subsamples
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}
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