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authorCampbell Barton <ideasman42@gmail.com>2008-03-09 18:07:01 +0300
committerCampbell Barton <ideasman42@gmail.com>2008-03-09 18:07:01 +0300
commit47174e94ca779c1030ccbf15db10accc41087660 (patch)
tree5a6dec3a6b3549b019fc46b2d06797ab70da5190 /source/blender/src/drawimage.c
parentc6f423c1d27b5d5ebbb597e9bf7e40a6b3c0170c (diff)
removed printf and also removed some unneeded stuff, correct angles aren't needed since its only comparing the 2 angles
Diffstat (limited to 'source/blender/src/drawimage.c')
-rw-r--r--source/blender/src/drawimage.c40
1 files changed, 25 insertions, 15 deletions
diff --git a/source/blender/src/drawimage.c b/source/blender/src/drawimage.c
index 614d31541fd..cdbe3fdd6b0 100644
--- a/source/blender/src/drawimage.c
+++ b/source/blender/src/drawimage.c
@@ -678,20 +678,26 @@ void draw_uvs_sima(void)
VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2);
VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3);
VECSUB2D(av4, tface->uv[2], tface->uv[3]); Normalize2(av4);
- uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);
- uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90);
- uvang3 = 90-((NormalizedVecAngle2_2D(av3, av4) * 180.0/M_PI)-90);
- uvang4 = 90-((NormalizedVecAngle2_2D(av4, av1) * 180.0/M_PI)-90);
+
+ /* This is the correct angle however we are only comparing angles
+ * uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);*/
+ uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
+ uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
+ uvang3 = NormalizedVecAngle2_2D(av3, av4)*180.0/M_PI;
+ uvang4 = NormalizedVecAngle2_2D(av4, av1)*180.0/M_PI;
/* 3d angles */
VECSUB(av1, efa->v4->co, efa->v1->co); Normalize(av1);
VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
VECSUB(av4, efa->v3->co, efa->v4->co); Normalize(av4);
- ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);
- ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90);
- ang3 = 90-((NormalizedVecAngle2(av3, av4) * 180.0/M_PI)-90);
- ang4 = 90-((NormalizedVecAngle2(av4, av1) * 180.0/M_PI)-90);
+
+ /* This is the correct angle however we are only comparing angles
+ * ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);*/
+ ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
+ ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
+ ang3 = NormalizedVecAngle2(av3, av4)*180.0/M_PI;
+ ang4 = NormalizedVecAngle2(av4, av1)*180.0/M_PI;
glBegin(GL_QUADS);
@@ -707,7 +713,6 @@ void draw_uvs_sima(void)
weight_to_rgb(fabs(uvang4-ang4)/180.0, col, col+1, col+2);
glColor3fv(col);
glVertex2fv(tface->uv[3]);
- printf("%f %f %f %f | %f %f %f %f\n", uvang1,uvang2,uvang3,uvang4, ang1,ang2,ang3,ang4);
} else {
#if 0 /* Simple but slow, better reuse normalized vectors */
@@ -725,17 +730,22 @@ void draw_uvs_sima(void)
VECSUB2D(av1, tface->uv[2], tface->uv[0]); Normalize2(av1);
VECSUB2D(av2, tface->uv[0], tface->uv[1]); Normalize2(av2);
VECSUB2D(av3, tface->uv[1], tface->uv[2]); Normalize2(av3);
- uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90);
- uvang2 = 90-((NormalizedVecAngle2_2D(av2, av3) * 180.0/M_PI)-90);
- uvang3 = 90-((NormalizedVecAngle2_2D(av3, av1) * 180.0/M_PI)-90);
+
+ /* This is the correct angle however we are only comparing angles
+ * uvang1 = 90-((NormalizedVecAngle2_2D(av1, av2) * 180.0/M_PI)-90); */
+ uvang1 = NormalizedVecAngle2_2D(av1, av2)*180.0/M_PI;
+ uvang2 = NormalizedVecAngle2_2D(av2, av3)*180.0/M_PI;
+ uvang3 = NormalizedVecAngle2_2D(av3, av1)*180.0/M_PI;
/* 3d angles */
VECSUB(av1, efa->v3->co, efa->v1->co); Normalize(av1);
VECSUB(av2, efa->v1->co, efa->v2->co); Normalize(av2);
VECSUB(av3, efa->v2->co, efa->v3->co); Normalize(av3);
- ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90);
- ang2 = 90-((NormalizedVecAngle2(av2, av3) * 180.0/M_PI)-90);
- ang3 = 90-((NormalizedVecAngle2(av3, av1) * 180.0/M_PI)-90);
+ /* This is the correct angle however we are only comparing angles
+ * ang1 = 90-((NormalizedVecAngle2(av1, av2) * 180.0/M_PI)-90); */
+ ang1 = NormalizedVecAngle2(av1, av2)*180.0/M_PI;
+ ang2 = NormalizedVecAngle2(av2, av3)*180.0/M_PI;
+ ang3 = NormalizedVecAngle2(av3, av1)*180.0/M_PI;
glBegin(GL_TRIANGLES);