// Do the full res bit for the row above the one just done // I am using the row just done as the bottoms of all the 4x4 squares which now get filled in /* if( j >= 4 ) { offset -= w4; // Move offset up to start of previous 4x scanline j -= 4; for( i=0; i> 1) & 0x7F7F7F7F ); } else { rt_render_v4( scene, view, offset, i, j ); rt_render_h4( scene, view, offset , i, j ); rt_render_h4( scene, view, offset+w , i, j+1 ); rt_render_h4( scene, view, offset+w2, i, j+2 ); rt_render_h4( scene, view, offset+w3, i, j+3 ); } offset += 4; } offset -= w-4; offset += w4; // Put it back as if this never happened j += 4; } */ // Fill in any which are solid RT_SPHERE *sphere = scene->sphere; int *buf = view->buf; unsigned int *obj = view->obj; offset = 4 + 4*w; for( j=4; j> 1) & 0x7F7F7F7F ); } else { rt_render_v4( scene, view, offset-w4-4, i-4, j-4 ); rt_render_h4( scene, view, offset-w4-4, i-4, j-4 ); rt_render_h4( scene, view, offset-w3-4, i-4, j-3 ); rt_render_h4( scene, view, offset-w2-4, i-4, j-2 ); rt_render_h4( scene, view, offset-w -4, i-4, j-1 ); } offset += 4; } offset += w3+8; }