diff --git a/src/external/rlsw.h b/src/external/rlsw.h index 85e4e8740..ffbdaae81 100644 --- a/src/external/rlsw.h +++ b/src/external/rlsw.h @@ -5385,13 +5385,12 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t int xEnd = (int)end->position[0]; if (xStart == xEnd) return; - // Intercept the span bounds to ensure we don't write before the framebuffer. + // Intercept the span bounds to ensure to not write before the framebuffer int xLoopStart = (xStart >= 0)? xStart : 0; int xLoopEnd = (xEnd <= RLSW.colorBuffer->width)? xEnd : RLSW.colorBuffer->width; - // Nothing to draw. - if (xLoopStart >= xLoopEnd) return; + if (xLoopStart >= xLoopEnd) return; // Nothing to draw - // Get the current row and skip if outside the framebuffer. + // Get the current row and skip if outside the framebuffer // Maybe this check is better suited elsewhere? int y = (int)start->position[1]; if (y < 0 || y >= RLSW.colorBuffer->height) return; @@ -5416,12 +5415,12 @@ static void SW_RASTER_TRIANGLE_SPAN(const sw_vertex_t *start, const sw_vertex_t #endif // Compute the subpixel distance to traverse before the first pixel - // Also step further into them to move away from the colorbuffer edge. + // Also step further into them to move away from the colorbuffer edge float xSubstep = 1.0f - sw_fract(start->position[0]); float dxStart = (float)(xLoopStart - xStart); float xOffset = xSubstep + dxStart; - // Initializing the interpolation starting values. + // Initializing the interpolation starting values float w = start->position[3] + dWdx*xOffset; float color[4] = { start->color[0] + dCdx[0]*xOffset, @@ -5747,11 +5746,11 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b, uint8_t *dPixels = RLSW.depthBuffer->pixels; #endif - // Calculate the distance the in-bounds boundary is from the quad's edges, only on the left and top. + // Calculate the distance the in-bounds boundary is from the quad's edges, only on the left and top float dxMin = (float)(xLoopMin - xMin); float dyMin = (float)(yLoopMin - yMin); - // Correct our start by how far we clipped outside the framebuffer. + // Correct our start by how far it's clipped outside the framebuffer cRow[0] += dCdx[0]*dxMin + dCdy[0]*dyMin; cRow[1] += dCdx[1]*dxMin + dCdy[1]*dyMin; cRow[2] += dCdx[2]*dxMin + dCdy[2]*dyMin; @@ -5770,7 +5769,7 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b, uint8_t *cPtr = cPixels + baseOffset*SW_FRAMEBUFFER_COLOR_SIZE; #ifdef SW_ENABLE_DEPTH_TEST uint8_t *dPtr = dPixels + baseOffset*SW_FRAMEBUFFER_DEPTH_SIZE; - // Copy the cursors so we increment them ourselves without destroying the offset maths. + // Copy the cursors without destroying the offset maths float z = zRow; #endif #ifdef SW_ENABLE_TEXTURE @@ -5823,7 +5822,7 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b, #ifdef SW_ENABLE_DEPTH_TEST discard: #endif - // We move one pixel over without touching the original "start offset" + // Move one pixel over without touching the original "start offset" color[0] += dCdx[0]; color[1] += dCdx[1]; color[2] += dCdx[2]; @@ -5846,9 +5845,9 @@ static void SW_RASTER_QUAD(const sw_vertex_t *a, const sw_vertex_t *b, cPtr += SW_FRAMEBUFFER_COLOR_SIZE; } - // The for loop is clamped to the right side of the screen. - // However, these cursor start vars are still on the left. - // That's fine. We just need to advance to the next row. + // The for loop is clamped to the right side of the screen + // However, these cursor start vars are still on the left + // That's fine, advancing to the next row cRow[0] += dCdy[0]; cRow[1] += dCdy[1]; cRow[2] += dCdy[2];