25 #ifndef __RU_PolyFill__
26 #define __RU_PolyFill__
51 class ru_FeatherTriangle;
67 void addTriangle(
float x0,
float y0,
70 void addFeatherTriangle(
float x0,
float y0,
77 void setResolution(
int imagex,
int imagey,
83 void setSampling(
int xs,
int ys);
86 void setDropoff(
int size,
float (*dropfunc)(
float));
88 { myFeatherDropoff = dropoff; }
89 void setDropoffRamp(
UT_Ramp &ramp);
110 int stride,
float coverage,
113 void writePixel8(
void *
data,
int x,
int y,
int stride,
float coverage,
115 void writePixel8F(
void *
data,
int x,
int y,
int stride,
float coverage,
117 void writePixel16(
void *
data,
int x,
int y,
int stride,
float coverage,
119 void writePixel16F(
void *
data,
int x,
int y,
int stride,
float coverage,
121 void writePixel32(
void *
data,
int x,
int y,
int stride,
float coverage,
123 void writePixel32F(
void *
data,
int x,
int y,
int stride,
float coverage,
125 void writePixelFloat16(
void *
data,
int x,
int y,
int stride,
float coverage,
127 void writePixelFloat(
void *
data,
int x,
int y,
int stride,
float coverage,
130 void clearAndDestroy();
135 ru_Triangle *myTriangles;
136 ru_Bucket *myBuckets;
137 ru_FeatherTriangle *myFeatherTriangles;
138 ru_Bucket *myFeatherBuckets;
140 float *myPLeft, *myPBottom;
141 float myXInc, myYInc;
143 int myImageX, myImageY;
145 int myTileX, myTileY;
156 float **myFillBuffer;
164 TIL_Pixel<unsigned char,0> *mySlow8;
165 TIL_Pixel<unsigned char,1> *myFast8;
166 TIL_Pixel<unsigned short,0> *mySlow16;
167 TIL_Pixel<unsigned short,1> *myFast16;
168 TIL_Pixel<unsigned int,0> *mySlow32;
169 TIL_Pixel<unsigned int,1> *myFast32;
unsigned long long uint64
GLint GLenum GLboolean GLsizei stride
OPENVDB_API void initialize()
Global registration of native Grid, Transform, Metadata and Point attribute types. Also initializes blosc (if enabled).
**Note that the tasks the is the thread number *for the or if it s being executed by a non pool thread(this *can happen in cases where the whole pool is occupied and the calling *thread contributes to running the work load).**Thread pool.Have fun
Utility class for containing a color ramp.
void setDropoff(RU_FeatherDropoff dropoff)
GLdouble GLdouble GLdouble y2
UT_FloatArray myFeatherLUT