free( aColors );
}
-/* Soften the bump map. This is to avoid pixellated-looking ridges.
+/* Soften the bump map. This is to avoid pixelated-looking ridges.
* |-----|-----|-----|
* | 0% |12.5%| 0% | The adjacent pixels are averaged together
* |-----|-----|-----| first. Then than value is averaged with
if( iScreenY < 0 ) continue;
else if( iScreenY >= pBumps->iWinHeight ) break;
- pDOffset = &pBumps->pXImage->data[ (iLightY+pBumps->SpotLight.nLightRadius) * pBumps->pXImage->bytes_per_line ];
+ /* warning: pointer targets in assignment differ in signedness
+ Should pDOffset be a int8? I can't tell. -jwz, 22-Jul-2003 */
+ pDOffset = (int8_ *) &pBumps->pXImage->data[ (iLightY+pBumps->SpotLight.nLightRadius) * pBumps->pXImage->bytes_per_line ];
pBOffset = pBumps->aBumpMap + ( iScreenY * pBumps->iWinWidth ) + nLightXPos;
for( iScreenX=nLightXPos, iLightX=-pBumps->SpotLight.nLightRadius; iLightX<nLightOffsetFar; ++iScreenX, ++iLightX, ++pBOffset, pDOffset+=pBumps->bytesPerPixel )
{