graphics: Match nearest-neighbor signature to bilinear for easier swapping
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@ -760,6 +760,7 @@ static inline int out_of_bounds(const sprite_t * tex, int x, int y) {
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/**
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* @brief Use bilinear interpolation to get a blended color at the point u,v
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*/
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#if 1
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static uint32_t gfx_bilinear_interpolation(const sprite_t * tex, double u, double v) {
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int x = floor(u);
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int y = floor(v);
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@ -778,12 +779,9 @@ static uint32_t gfx_bilinear_interpolation(const sprite_t * tex, double u, doubl
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int r_GRE = (_GRE(ul) * u_o + _GRE(ur) * u_ratio) * v_o + (_GRE(ll) * u_o + _GRE(lr) * u_ratio) * v_ratio;
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return rgba(r_RED,r_GRE,r_BLU,r_ALP);
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}
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#if 0
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static uint32_t gfx_fast_transform(const sprite_t * sprite, int32_t u, int32_t v) {
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if (u < 0 || v < 0) return 0;
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if (u >= sprite->width || v >= sprite->height) return 0;
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return SPRITE(sprite,u,v);
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#else
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static uint32_t gfx_bilinear_interpolation(const sprite_t * tex, double u, double v) {
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return out_of_bounds(tex,u,v) ? 0 : SPRITE(tex,(unsigned int)u,(unsigned int)v);
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}
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#endif
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