Mercurial > sdl-ios-xcode
view src/libm/s_fabs.c @ 2960:91708bc14aab
It's probably not worth pushing palettized textures. The memory optimization
isn't worth the effort on modern hardware with the sorts of games that would
be using the SDL 1.3 texture API.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 02 Jan 2009 09:27:36 +0000 |
parents | a98604b691c8 |
children | dc1eb82ffdaa |
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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 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)