diff options
Diffstat (limited to 'engines/zvision/render_table.cpp')
-rw-r--r-- | engines/zvision/render_table.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/zvision/render_table.cpp b/engines/zvision/render_table.cpp index 19f95a5d8f..ce247e23fd 100644 --- a/engines/zvision/render_table.cpp +++ b/engines/zvision/render_table.cpp @@ -103,10 +103,10 @@ uint16 mixTwoRGB(uint16 colorOne, uint16 colorTwo, float percentColorOne) { void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 destWidth, const Common::Rect &subRect) { uint32 destOffset = 0; - for (int16 y = subRect.top; y < subRect.bottom; y++) { + for (int16 y = subRect.top; y < subRect.bottom; ++y) { uint32 sourceOffset = y * _numColumns; - for (int16 x = subRect.left; x < subRect.right; x++) { + for (int16 x = subRect.left; x < subRect.right; ++x) { uint32 normalizedX = x - subRect.left; uint32 index = sourceOffset + x; @@ -144,7 +144,7 @@ void RenderTable::generatePanoramaLookupTable() { float fovInRadians = (_panoramaOptions.fieldOfView * M_PI / 180.0f); float cylinderRadius = halfHeight / tan(fovInRadians); - for (uint x = 0; x < _numColumns; x++) { + for (uint x = 0; x < _numColumns; ++x) { // Add an offset of 0.01 to overcome zero tan/atan issue (vertical line on half of screen) // Alpha represents the horizontal angle between the viewer at the center of a cylinder and x float alpha = atan(((float)x - halfWidth + 0.01f) / cylinderRadius); @@ -155,7 +155,7 @@ void RenderTable::generatePanoramaLookupTable() { float cosAlpha = cos(alpha); - for (uint y = 0; y < _numRows; y++) { + for (uint y = 0; y < _numRows; ++y) { // To calculate y in cylinder coordinates, we can do similar triangles comparison, // comparing the triangle from the center to the screen and from the center to the edge of the cylinder int32 yInCylinderCoords = int32(floor(halfHeight + ((float)y - halfHeight) * cosAlpha)); @@ -176,7 +176,7 @@ void RenderTable::generateTiltLookupTable() { float fovInRadians = (_tiltOptions.fieldOfView * M_PI / 180.0f); float cylinderRadius = halfWidth / tan(fovInRadians); - for (uint y = 0; y < _numRows; y++) { + for (uint y = 0; y < _numRows; ++y) { // Add an offset of 0.01 to overcome zero tan/atan issue (horizontal line on half of screen) // Alpha represents the vertical angle between the viewer at the center of a cylinder and y @@ -189,7 +189,7 @@ void RenderTable::generateTiltLookupTable() { float cosAlpha = cos(alpha); uint32 columnIndex = y * _numColumns; - for (uint x = 0; x < _numColumns; x++) { + for (uint x = 0; x < _numColumns; ++x) { // To calculate x in cylinder coordinates, we can do similar triangles comparison, // comparing the triangle from the center to the screen and from the center to the edge of the cylinder int32 xInCylinderCoords = int32(floor(halfWidth + ((float)x - halfWidth) * cosAlpha)); |