// Render everything into a temporary, then overlay the temporary
// if(!EQUIV(ry, 0) || get_flip())
// {
- temp = new VFrame(image->get_w(),
- image->get_h(),
- image->get_color_model());
+ temp = new VFrame(image->get_w(), image->get_h(), image->get_color_model(), 0);
// }
if(debug) printf("SceneNode::render %d\n", __LINE__);
VFrame *src = temp;
if(!EQUIV(ry, 0))
{
- src = temp2 = new VFrame(image->get_w(),
- image->get_h(),
- image->get_color_model());
- if(!scene->affine) scene->affine =
- new AffineEngine(scene->cpus, scene->cpus);
- scene->affine->rotate(temp2,
- temp,
- ry);
+ src = temp2 = new VFrame(image->get_w(), image->get_h(), image->get_color_model(), 0);
+ if(!scene->affine) scene->affine = new AffineEngine(scene->cpus, scene->cpus);
+ scene->affine->rotate(temp2, temp, ry);
if(debug) printf("SceneNode::render %d ry=%f\n", __LINE__, ry);
}
src->flip_horiz();
if(debug) printf("SceneNode::render %d src=%p x=%f y=%f sx=%f sy=%f\n",
- __LINE__,
- src,
- x,
- y,
- sx,
- sy);
-
+ __LINE__, src, x, y, sx, sy);
// Overlay on the output frame
if(!scene->overlayer) scene->overlayer = new OverlayFrame(scene->cpus);