The series looks good to me FWIW.

Jose

----- Original Message -----
> Both of these were unused.
> ---
>  tests/glean/geomutil.cpp | 156
>  -----------------------------------------------
>  tests/glean/geomutil.h   |  20 ------
>  2 files changed, 176 deletions(-)
> 
> diff --git a/tests/glean/geomutil.cpp b/tests/glean/geomutil.cpp
> index 01645f7..1852332 100644
> --- a/tests/glean/geomutil.cpp
> +++ b/tests/glean/geomutil.cpp
> @@ -80,162 +80,6 @@ RandomMesh2D::~RandomMesh2D() {
>  } // RandomMesh2D::~RandomMesh2D
>  
>  
> -
> -///////////////////////////////////////////////////////////////////////////////
> -// SpiralStrip2D: Generate (x,y) vertices for a triangle strip of
> arbitrary
> -//   length.  The triangles are of approximately equal size, and
> arranged
> -//   in a spiral so that a reasonably large number of triangles can be
> -//   packed into a small screen area.
> -///////////////////////////////////////////////////////////////////////////////
> -SpiralStrip2D::SpiralStrip2D(int nPoints, float minX, float maxX,
> -    float minY, float maxY) {
> -
> -     // Most of the complexity of this code results from attempting
> -     // to keep the triangles approximately equal in area.
> -     //
> -     // Conceptually, we construct concentric rings whose inner and
> -     // outer radii differ by a constant.  We then split each ring
> -     // (at theta == 0), and starting from the point of the split
> -     // gradually increase both the inner and outer radii so that
> -     // when we've wrapped all the way around the ring (to theta ==
> -     // 2*pi), the inner radius now matches the original outer
> -     // radius.  We then repeat the process with the next ring
> -     // (working from innermost to outermost) until we've
> -     // accumulated enough vertices to satisfy the caller's
> -     // requirements.
> -     //
> -     // Finally, we scale and offset all the points so that the
> -     // resulting spiral fits comfortably within the rectangle
> -     // provided by the caller.
> -
> -     // Set up the array of vertices:
> -     v = new float[2 * nPoints];
> -     float* lastV = v + 2 * nPoints;
> -
> -     // Initialize the ring parameters:
> -     double innerRadius = 4.0;
> -     double ringWidth = 1.0;
> -     double segLength = 1.0;
> -
> -     float* pV = v;
> -     while (pV < lastV) {
> -             // Each ring consists of segments.  We'll make the arc
> -             // length of each segment that lies on the inner
> -             // radius approximately equal to segLength, but we'll
> -             // adjust it to ensure there are an integral number of
> -             // equal-sized segments in the ring.
> -             int nSegments = static_cast<int>
> -                     (6.2831853 * innerRadius / segLength + 0.5);
> -
> -             double dTheta = 6.2831853 / nSegments;
> -             double dRadius = ringWidth / nSegments;
> -
> -             double theta = 0.0;
> -             for (int i = 0; i < nSegments; ++i) {
> -                     double c = cos(theta);
> -                     double s = sin(theta);
> -
> -                     *pV++ = innerRadius * c;
> -                     *pV++ = innerRadius * s;
> -                     if (pV >= lastV)
> -                             break;
> -
> -                     *pV++ = (innerRadius + ringWidth) * c;
> -                     *pV++ = (innerRadius + ringWidth) * s;
> -                     if (pV >= lastV)
> -                             break;
> -
> -                     theta += dTheta;
> -                     innerRadius += dRadius;
> -             }
> -     }
> -
> -     // Find the bounding box for the spiral:
> -     float lowX = FLT_MAX;
> -     float highX = - FLT_MAX;
> -     float lowY = FLT_MAX;
> -     float highY = -FLT_MAX;
> -     for (pV = v; pV < lastV; pV += 2) {
> -             lowX = min(lowX, pV[0]);
> -             highX = max(highX, pV[0]);
> -             lowY = min(lowY, pV[1]);
> -             highY = max(highY, pV[1]);
> -     }
> -
> -     // Find scale and offset to map the spiral into the bounds supplied
> -     // by our caller, with a little bit of margin around the edges:
> -     lowX -= ringWidth;
> -     highX += ringWidth;
> -     lowY -= ringWidth;
> -     highY += ringWidth;
> -     float scaleX = (maxX - minX) / (highX - lowX);
> -     float offsetX = minX - scaleX * lowX;
> -     float scaleY = (maxY - minY) / (highY - lowY);
> -     float offsetY = minY - scaleY * lowY;
> -
> -     // Finally scale and offset the constructed vertices so that
> -     // they fit in the caller-supplied rectangle:
> -     for (pV = v; pV < lastV; pV += 2) {
> -             pV[0] = scaleX * pV[0] + offsetX;
> -             pV[1] = scaleY * pV[1] + offsetY;
> -     }
> -} // SpiralStrip2D::SpiralStrip2D
> -
> -SpiralStrip2D::~SpiralStrip2D() {
> -     delete[] v;
> -} // SpiralStrip2D::~SpiralStrip2D
> -
> -
> -
> -
> -///////////////////////////////////////////////////////////////////////////////
> -// SpiralTri2D:  Generate (x,y) vertices for a set of independent
> triangles,
> -//   arranged in spiral fashion exactly as in SpiralStrip2D.
> -//   One may rely on the fact that SpiralTri2D generates exactly the
> -//   same triangles as SpiralStrip2D, so that comparison of images
> -//   using the two primitives is meaningful.
> -///////////////////////////////////////////////////////////////////////////////
> -SpiralTri2D::SpiralTri2D(int nTris, float minX, float maxX,
> -    float minY, float maxY) {
> -     SpiralStrip2D ts(nTris + 2, minX, maxX, minY, maxY);
> -     const int nVertices = 3 * nTris;
> -     v = new float[2 * nVertices];
> -
> -     float* pTris = v;
> -     float* pStrip = ts(0);
> -     bool front = true;      // winding order alternates in strip
> -     for (int i = 0; i < nTris; ++i) {
> -             if (front) {
> -                     pTris[0] = pStrip[0];
> -                     pTris[1] = pStrip[1];
> -
> -                     pTris[2] = pStrip[2];
> -                     pTris[3] = pStrip[3];
> -
> -                     pTris[4] = pStrip[4];
> -                     pTris[5] = pStrip[5];
> -             } else {
> -                     pTris[0] = pStrip[0];
> -                     pTris[1] = pStrip[1];
> -
> -                     pTris[2] = pStrip[4];
> -                     pTris[3] = pStrip[5];
> -
> -                     pTris[4] = pStrip[2];
> -                     pTris[5] = pStrip[3];
> -             }
> -
> -             front = !front;
> -             pTris += 6;
> -             pStrip += 2;
> -     }
> -} // SpiralTri2D::SpiralTri2D
> -
> -SpiralTri2D::~SpiralTri2D() {
> -     delete[] v;
> -} // SpiralTri2D::~SpiralTri2D
> -
> -
>  
> //////////////////////////////////////////////////////////////////////////////////////////////////////
>  // Sphere3D: Forms a stacks/slices sphere and can return the
>  vertices and index list for drawing it.
>  
> //////////////////////////////////////////////////////////////////////////////////////////////////////
> diff --git a/tests/glean/geomutil.h b/tests/glean/geomutil.h
> index 34e7356..db899b1 100644
> --- a/tests/glean/geomutil.h
> +++ b/tests/glean/geomutil.h
> @@ -52,26 +52,6 @@ class RandomMesh2D {
>               { return m + 2 * (y * rowLength + x); }
>  }; // RandomMesh2D
>  
> -class SpiralStrip2D {
> -     float* v;
> -    public:
> -     SpiralStrip2D(int nPoints, float minX, float maxX,
> -             float minY, float maxY);
> -     ~SpiralStrip2D();
> -     inline float* operator() (int i)
> -             { return v + 2 * i; }
> -}; // SpiralStrip2D
> -
> -class SpiralTri2D {
> -     float* v;
> -    public:
> -     SpiralTri2D(int nTris, float minX, float maxX,
> -             float minY, float maxY);
> -     ~SpiralTri2D();
> -     inline float* operator() (int i)
> -             { return v + 6 * i; }
> -}; // SpiralTri2D
> -
>  class Sphere3D {
>      std::vector<float> vertices;
>      std::vector<float> normals;
> --
> 1.8.0.3
> 
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