fix scaling glitch that could cause images to be slightly transparent
when blitting bit depth up
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@@ -553,10 +553,29 @@ static bool blit_rgba_to_rgba( const RageSurface *src_surf, const RageSurface *d
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* lrintf( ((float) i / max_src_val) * max_dst_val )
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* { 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3 }
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*
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* We use the first, since it gives the most even distribution.
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* We use the first for increasing resolution, since it gives the most even
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* distribution.
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*
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* 2->4 bit:
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* SCALE( i, 0, max_src_val+1, 0, max_dst_val+1 );
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* { 0, 4, 8, 12 }
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* SCALE( i, 0, max_src_val, 0, max_dst_val );
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* { 0, 5, 10, 15 }
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* lrintf( ((float) i / max_src_val) * max_dst_val )
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* { 0, 5, 10, 15 }
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*
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* The latter two are equivalent and give an even distribution; we use the
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* second, since the first doesn't scale max_src_val to max_dst_val.
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*
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* Having separate formulas for increasing and decreasing resolution seems
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* strange; what's wrong here?
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*/
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for( uint32_t i = 0; i <= max_src_val; ++i )
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lookup[c][i] = (uint8_t) SCALE( i, 0, max_src_val+1, 0, max_dst_val+1 );
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if( max_src_val > max_dst_val )
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for( uint32_t i = 0; i <= max_src_val; ++i )
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lookup[c][i] = (uint8_t) SCALE( i, 0, max_src_val+1, 0, max_dst_val+1 );
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else
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for( uint32_t i = 0; i <= max_src_val; ++i )
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lookup[c][i] = (uint8_t) SCALE( i, 0, max_src_val, 0, max_dst_val );
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}
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}
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