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@@ -18,6 +18,12 @@ THREE.SoftwareRenderer2 = function () {
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var canvasWidthHalf = canvasWidth / 2;
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var canvasHeightHalf = canvasHeight / 2;
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+ var rectx1 = 0, recty1 = 0;
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+ var rectx2 = 0, recty2 = 0;
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+
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+ var prevrectx1 = 0, prevrecty1 = 0;
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+ var prevrectx2 = 0, prevrecty2 = 0;
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+
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var projector = new THREE.Projector();
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this.domElement = canvas;
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@@ -42,17 +48,16 @@ THREE.SoftwareRenderer2 = function () {
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this.clear = function () {
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- for ( var i = 3, l = data.length; i < l; i += 4 ) {
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-
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- data[ i ] = 0;
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-
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- }
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+ clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
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};
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this.render = function ( scene, camera ) {
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- var m, ml, element, material, dom, v1x, v1y;
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+ rectx1 = canvasWidth;
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+ recty1 = canvasHeight;
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+ rectx2 = 0;
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+ recty2 = 0;
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if ( this.autoClear ) this.clear();
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@@ -74,13 +79,13 @@ THREE.SoftwareRenderer2 = function () {
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drawTriangle(
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v1.x * canvasWidthHalf + canvasWidthHalf,
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- v1.y * canvasHeightHalf + canvasHeightHalf,
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- 0xff0000,
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v2.x * canvasWidthHalf + canvasWidthHalf,
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- v2.y * canvasHeightHalf + canvasHeightHalf,
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- 0x00ff00,
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v3.x * canvasWidthHalf + canvasWidthHalf,
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- v3.y * canvasHeightHalf + canvasHeightHalf,
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- 0x0000ff
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+ normalToComponent( element.normalWorld.x ),
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+ normalToComponent( element.normalWorld.y ),
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+ normalToComponent( element.normalWorld.z )
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)
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} else if ( element instanceof THREE.RenderableFace4 ) {
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@@ -93,32 +98,40 @@ THREE.SoftwareRenderer2 = function () {
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drawTriangle(
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v1.x * canvasWidthHalf + canvasWidthHalf,
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- v1.y * canvasHeightHalf + canvasHeightHalf,
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- 0xff0000,
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v2.x * canvasWidthHalf + canvasWidthHalf,
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- v2.y * canvasHeightHalf + canvasHeightHalf,
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- 0x00ff00,
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v3.x * canvasWidthHalf + canvasWidthHalf,
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- v3.y * canvasHeightHalf + canvasHeightHalf,
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- 0x0000ff
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+ normalToComponent( element.normalWorld.x ),
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+ normalToComponent( element.normalWorld.y ),
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+ normalToComponent( element.normalWorld.z )
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);
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drawTriangle(
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v3.x * canvasWidthHalf + canvasWidthHalf,
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- v3.y * canvasHeightHalf + canvasHeightHalf,
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- 0x0000ff,
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v4.x * canvasWidthHalf + canvasWidthHalf,
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- v4.y * canvasHeightHalf + canvasHeightHalf,
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- 0xff00ff,
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v1.x * canvasWidthHalf + canvasWidthHalf,
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- v1.y * canvasHeightHalf + canvasHeightHalf,
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- 0xff0000
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+ normalToComponent( element.normalWorld.x ),
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+ normalToComponent( element.normalWorld.y ),
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+ normalToComponent( element.normalWorld.z )
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);
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}
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}
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- context.putImageData( imagedata, 0, 0 );
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+ var x = Math.min( rectx1, prevrectx1 );
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+ var y = Math.min( recty1, prevrecty1 );
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+ var width = Math.max( rectx2, prevrectx2 ) - x;
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+ var height = Math.max( recty2, prevrecty2 ) - y;
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+
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+ context.putImageData( imagedata, 0, 0, x, y, width, height );
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+
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+ prevrectx1 = rectx1; prevrecty1 = recty1;
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+ prevrectx2 = rectx2; prevrecty2 = recty2;
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};
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@@ -135,35 +148,39 @@ THREE.SoftwareRenderer2 = function () {
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}
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- /*
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- function drawRectangle( x1, y1, x2, y2, color ) {
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-
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- var r = color >> 16 & 255;
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- var g = color >> 8 & 255;
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- var b = color & 255;
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+ function clearRectangle( x1, y1, x2, y2 ) {
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- var xmin = Math.min( x1, x2 ) >> 0;
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- var xmax = Math.max( x1, x2 ) >> 0;
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- var ymin = Math.min( y1, y2 ) >> 0;
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- var ymax = Math.max( y1, y2 ) >> 0;
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+ var xmin = Math.min( x1, x2 );
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+ var xmax = Math.max( x1, x2 );
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+ var ymin = Math.min( y1, y2 );
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+ var ymax = Math.max( y1, y2 );
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for ( var y = ymin; y < ymax; y ++ ) {
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for ( var x = xmin; x < xmax; x ++ ) {
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- drawPixel( x, y, r, g, b );
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+ data[ ( ( x + y * canvasWidth ) * 4 ) + 3 ] = 0;
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}
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}
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}
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- */
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- function drawTriangle( x1, y1, color1, x2, y2, color2, x3, y3, color3 ) {
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+ function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
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// http://devmaster.net/forums/topic/1145-advanced-rasterization/
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+ // 28.4 fixed-point coordinates
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+
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+ var x1 = Math.round( 16 * x1 );
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+ var x2 = Math.round( 16 * x2 );
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+ var x3 = Math.round( 16 * x3 );
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+
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+ var y1 = Math.round( 16 * y1 );
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+ var y2 = Math.round( 16 * y2 );
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+ var y3 = Math.round( 16 * y3 );
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+
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// Deltas
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var dx12 = x1 - x2;
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@@ -174,12 +191,27 @@ THREE.SoftwareRenderer2 = function () {
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var dy23 = y2 - y3;
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var dy31 = y3 - y1;
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+ // Fixed-point deltas
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+
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+ var fdx12 = dx12 << 4;
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+ var fdx23 = dx23 << 4;
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+ var fdx31 = dx31 << 4;
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+
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+ var fdy12 = dy12 << 4;
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+ var fdy23 = dy23 << 4;
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+ var fdy31 = dy31 << 4;
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+
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// Bounding rectangle
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- var minx = Math.max( Math.min( x1, x2, x3 ) >> 0, 0 );
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- var maxx = Math.min( Math.max( x1, x2, x3 ) >> 0, canvasWidth );
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- var miny = Math.max( Math.min( y1, y2, y3 ) >> 0, 0 );
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- var maxy = Math.min( Math.max( y1, y2, y3 ) >> 0, canvasHeight );
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+ var xmin = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
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+ var xmax = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
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+ var ymin = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
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+ var ymax = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
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+
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+ rectx1 = Math.min( xmin, rectx1 );
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+ rectx2 = Math.max( xmax, rectx2 );
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+ recty1 = Math.min( ymin, recty1 );
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+ recty2 = Math.max( ymax, recty2 );
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// Constant part of half-edge functions
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@@ -187,13 +219,19 @@ THREE.SoftwareRenderer2 = function () {
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var c2 = dy23 * x2 - dx23 * y2;
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var c3 = dy31 * x3 - dx31 * y3;
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- var cy1 = c1 + dx12 * miny - dy12 * minx;
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- var cy2 = c2 + dx23 * miny - dy23 * minx;
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- var cy3 = c3 + dx31 * miny - dy31 * minx;
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+ // Correct for fill convention
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+
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+ if ( dy12 < 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
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+ if ( dy23 < 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
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+ if ( dy31 < 0 || ( dy31 == 0 && dx31 > 0 ) ) c3++;
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+
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+ var cy1 = c1 + dx12 * ( ymin << 4 ) - dy12 * ( xmin << 4 );
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+ var cy2 = c2 + dx23 * ( ymin << 4 ) - dy23 * ( xmin << 4 );
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+ var cy3 = c3 + dx31 * ( ymin << 4 ) - dy31 * ( xmin << 4 );
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// Scan through bounding rectangle
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- for ( var y = miny; y < maxy; y ++ ) {
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+ for ( var y = ymin; y < ymax; y ++ ) {
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// Start value for horizontal scan
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@@ -201,26 +239,33 @@ THREE.SoftwareRenderer2 = function () {
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var cx2 = cy2;
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var cx3 = cy3;
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- for ( var x = minx; x < maxx; x ++ ) {
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+ for ( var x = xmin; x < xmax; x ++ ) {
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if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
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- drawPixel( x, y, 255, 0, 0 );
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+ drawPixel( x, y, r, g, b );
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}
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- cx1 -= dy12;
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- cx2 -= dy23;
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- cx3 -= dy31;
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+ cx1 -= fdy12;
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+ cx2 -= fdy23;
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+ cx3 -= fdy31;
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}
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- cy1 += dx12;
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- cy2 += dx23;
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- cy3 += dx31;
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+ cy1 += fdx12;
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+ cy2 += fdx23;
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+ cy3 += fdx31;
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}
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}
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+ function normalToComponent( normal ) {
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+
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+ var component = ( normal + 1 ) * 127;
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+ return component < 0 ? 0 : ( component > 255 ? 255 : component );
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+
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+ }
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+
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};
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