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Message #05787
[Merge] lp:~widelands-dev/widelands/compiler_warning into lp:widelands
GunChleoc has proposed merging lp:~widelands-dev/widelands/compiler_warning into lp:widelands.
Commit message:
Fixed compiler warning and updated comment in game_renderer.cc.
Requested reviews:
SirVer (sirver)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/compiler_warning/+merge/284659
Fixed compiler warning and updated comment in game_renderer.cc.
@SirVer: Are the fixes to the explanation correct?
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=== modified file 'src/graphic/game_renderer.cc'
--- src/graphic/game_renderer.cc 2016-01-23 11:42:26 +0000
+++ src/graphic/game_renderer.cc 2016-02-01 18:31:40 +0000
@@ -35,36 +35,37 @@
#include "wui/mapviewpixelconstants.h"
#include "wui/mapviewpixelfunctions.h"
-// Explanation of how drawing works:
-// Schematic of triangle neighborhood:
-//
-// *
-// / \
-// / u \
-// (f)/ \
-// *------*------* (r)
-// \ l / \ r / \
-// \ / \ / \
-// \/ d \/ rr \
-// *------*------* (br)
-// \ dd /
-// \ /
-// \/
-// *
-//
-// Each field (f) owns two triangles: (r)ight & (d)own. When we look at the
-// field, we have to make sure to schedule drawing the triangles. This is done
-// by of these triangles is done by TerrainProgram.
-//
-// To draw dithered edges, we have to look at the neighboring triangles for the
-// two triangles too: If a neighboring triangle has another texture and our
-// dither layer is smaller, we have to draw a dithering triangle too - this lets the neighboring
-// texture
-// bleed into our triangle.
-//
-// The dither triangle is the triangle that should be partially (either r or
-// d). Example: if r and d have different textures and r.dither_layer >
-// d.dither_layer, then we will repaint d with the dither texture as mask.
+/*
+ * Explanation of how drawing works:
+ * Schematic of triangle neighborhood:
+ *
+ * *
+ * / \
+ * / u \
+ * (f)/ \
+ * *------*------* (r)
+ * \ l / \ r / \
+ * \ / \ / \
+ * \/ d \/ rr \
+ * *------*------* (br)
+ * \ dd /
+ * \ /
+ * \/
+ * *
+ *
+ * Each field (f) owns two triangles: (r)ight & (d)own. When we look at the
+ * field, we have to make sure to schedule drawing the triangles. This is done
+ * by TerrainProgram.
+ *
+ * To draw dithered edges, we have to look at the neighboring triangles for the
+ * two triangles too: If a neighboring triangle has another texture and our
+ * dither layer is smaller, we have to draw a dithering triangle too - this lets
+ * the neighboring texture bleed into our triangle.
+ *
+ * The dither triangle is the triangle that should be partially drawn (either r or
+ * d). Example: if r and d have different textures and r.dither_layer >
+ * d.dither_layer, then we will repaint d with the dither texture as mask.
+ */
namespace {
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