StelPainter.hpp   StelPainter.hpp 
skipping to change at line 121 skipping to change at line 121
void drawSmallCircleArc(const Vec3d& start, const Vec3d& stop, const Vec3d& rotCenter, void (*viewportEdgeIntersectCallback)(const Vec3d& scree nPos, const Vec3d& direction, void* userData)=NULL, void* userData=NULL); void drawSmallCircleArc(const Vec3d& start, const Vec3d& stop, const Vec3d& rotCenter, void (*viewportEdgeIntersectCallback)(const Vec3d& scree nPos, const Vec3d& direction, void* userData)=NULL, void* userData=NULL);
//! Draw a great circle arc between points start and stop. //! Draw a great circle arc between points start and stop.
//! The angle between start and stop must be < 180 deg. //! The angle between start and stop must be < 180 deg.
//! The algorithm ensures that the line will look smooth, even for n on linear distortion. //! The algorithm ensures that the line will look smooth, even for n on linear distortion.
//! Each time the small circle crosses the edge of the viewport, the viewportEdgeIntersectCallback is called with the //! Each time the small circle crosses the edge of the viewport, the viewportEdgeIntersectCallback is called with the
//! screen 2d position, direction of the currently drawn arc toward the inside of the viewport. //! screen 2d position, direction of the currently drawn arc toward the inside of the viewport.
//! @param clippingCap if not set to NULL, tells the painter to try to clip part of the region outside the cap. //! @param clippingCap if not set to NULL, tells the painter to try to clip part of the region outside the cap.
void drawGreatCircleArc(const Vec3d& start, const Vec3d& stop, const SphericalCap* clippingCap=NULL, void (*viewportEdgeIntersectCallback)(cons t Vec3d& screenPos, const Vec3d& direction, void* userData)=NULL, void* use rData=NULL); void drawGreatCircleArc(const Vec3d& start, const Vec3d& stop, const SphericalCap* clippingCap=NULL, void (*viewportEdgeIntersectCallback)(cons t Vec3d& screenPos, const Vec3d& direction, void* userData)=NULL, void* use rData=NULL);
//! Draw a curve defined by a list of points.
//! The points should be already tesselated to ensure that the path
will look smooth.
//! The algorithm take care of cutting the path if it crosses a view
port discontinutiy.
void drawPath(const QVector<Vec3d> &points, const QVector<Vec4f> &co
lors);
//! Draw a simple circle, 2d viewport coordinates in pixel //! Draw a simple circle, 2d viewport coordinates in pixel
void drawCircle(float x, float y, float r); void drawCircle(float x, float y, float r);
//! Draw a square using the current texture at the given projected 2 d position. //! Draw a square using the current texture at the given projected 2 d position.
//! This method is not thread safe. //! This method is not thread safe.
//! @param x x position in the viewport in pixel. //! @param x x position in the viewport in pixel.
//! @param y y position in the viewport in pixel. //! @param y y position in the viewport in pixel.
//! @param radius the half size of a square side in pixel. //! @param radius the half size of a square side in pixel.
//! @param v direction vector of object to draw. GZ20120826: Will dr aw only if this is in the visible hemisphere. //! @param v direction vector of object to draw. Will draw only if t his is in the visible hemisphere.
void drawSprite2dMode(float x, float y, float radius); void drawSprite2dMode(float x, float y, float radius);
void drawSprite2dMode(const Vec3d& v, float radius); void drawSprite2dMode(const Vec3d& v, float radius);
//! Same as drawSprite2dMode but don't scale according to display de vice scaling. //! Same as drawSprite2dMode but don't scale according to display de vice scaling.
void drawSprite2dModeNoDeviceScale(float x, float y, float radius); void drawSprite2dModeNoDeviceScale(float x, float y, float radius);
//! Draw a rotated square using the current texture at the given pro jected 2d position. //! Draw a rotated square using the current texture at the given pro jected 2d position.
//! This method is not thread safe. //! This method is not thread safe.
//! @param x x position in the viewport in pixel. //! @param x x position in the viewport in pixel.
//! @param y y position in the viewport in pixel. //! @param y y position in the viewport in pixel.
skipping to change at line 332 skipping to change at line 337
void projectSphericalTriangle(const SphericalCap* clippingCap, const Vec3d* vertices, QVarLengthArray<Vec3f, 4096>* outVertices, void projectSphericalTriangle(const SphericalCap* clippingCap, const Vec3d* vertices, QVarLengthArray<Vec3f, 4096>* outVertices,
const Vec2f* texturePos=NULL, QVarLengthArray<Vec2f, 4096>* outTexturePos=NULL, const Vec2f* texturePos=NULL, QVarLengthArray<Vec2f, 4096>* outTexturePos=NULL,
const Vec3f* colors=NULL, QVarLengthArray<Vec3f, 409 6>* outColors=NULL, const Vec3f* colors=NULL, QVarLengthArray<Vec3f, 409 6>* outColors=NULL,
double maxSqDistortion=5., int nbI=0, double maxSqDistortion=5., int nbI=0,
bool checkDisc1=true, bool checkDisc2=true, bool checkDisc3=tru e) const; bool checkDisc1=true, bool checkDisc2=true, bool checkDisc3=tru e) const;
void drawTextGravity180(float x, float y, const QString& str, float xshift = 0, float yshift = 0); void drawTextGravity180(float x, float y, const QString& str, float xshift = 0, float yshift = 0);
// Used by the method below // Used by the method below
static QVector<Vec2f> smallCircleVertexArray; static QVector<Vec2f> smallCircleVertexArray;
static QVector<Vec4f> smallCircleColorArray;
void drawSmallCircleVertexArray(); void drawSmallCircleVertexArray();
//! The associated instance of projector //! The associated instance of projector
StelProjectorP prj; StelProjectorP prj;
#ifndef NDEBUG #ifndef NDEBUG
//! Mutex allowing thread safety //! Mutex allowing thread safety
static class QMutex* globalMutex; static class QMutex* globalMutex;
#endif #endif
 End of changes. 3 change blocks. 
1 lines changed or deleted 10 lines changed or added

This html diff was produced by rfcdiff 1.41. The latest version is available from http://tools.ietf.org/tools/rfcdiff/