Mercurial > sdl-ios-xcode
view src/libm/s_fabs.c @ 3474:1edb86163d62
Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later.
If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 21 Nov 2009 07:22:59 +0000 |
parents | dc1eb82ffdaa |
children |
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/* @(#)s_fabs.c 5.1 93/09/24 */ /* * ==================================================== * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. * * Developed at SunPro, a Sun Microsystems, Inc. business. * Permission to use, copy, modify, and distribute this * software is freely granted, provided that this notice * is preserved. * ==================================================== */ #if defined(LIBM_SCCS) && !defined(lint) static const char rcsid[] = "$NetBSD: s_fabs.c,v 1.7 1995/05/10 20:47:13 jtc Exp $"; #endif /* * fabs(x) returns the absolute value of x. */ #include "math.h" #include "math_private.h" libm_hidden_proto(fabs) #ifdef __STDC__ double fabs(double x) #else double fabs(x) double x; #endif { u_int32_t high; GET_HIGH_WORD(high, x); SET_HIGH_WORD(x, high & 0x7fffffff); return x; } libm_hidden_def(fabs)