}
// Obtain the mapped x coordinate of the input
-static inline int MapX( float this[3][3], int x, int y )
+static inline double MapX( float this[3][3], int x, int y )
{
return this[0][0] * x + this[0][1] * y + this[0][2];
}
// Obtain the mapped y coordinate of the input
-static inline int MapY( float this[3][3], int x, int y )
+static inline double MapY( float this[3][3], int x, int y )
{
return this[1][0] * x + this[1][1] * y + this[1][2];
}
-static inline float MapZ( float this[3][3], int x, int y )
+static inline double MapZ( float this[3][3], int x, int y )
{
return this[2][0] * x + this[2][1] * y + this[2][2];
}
mlt_frame_get_image( a_frame, image, format, width, height, 1 );
// Calculate the region now
- composite_calculate( &result, this, a_frame, ( float )position / ( out - in + 1 ) );
+ composite_calculate( &result, this, a_frame, ( float )( position - in ) / ( out - in + 1 ) );
// Fetch the b frame image
result.w = ( int )( result.w * *width / result.nw );
{
register int x, y;
register int dx, dy;
+ double dz;
float sw, sh;
// Get values from the transition
- float rotate_x = mlt_properties_get_double( properties, "rotate" );
+ float rotate_x = mlt_properties_get_double( properties, "rotate_x" );
float rotate_y = mlt_properties_get_double( properties, "rotate_y" );
float rotate_z = mlt_properties_get_double( properties, "rotate_z" );
float fix_shear_x = mlt_properties_get_double( properties, "fix_shear_x" );
q = *image;
+ dz = MapZ( affine.matrix, 0, 0 );
+
for ( y = lower_y; y < upper_y; y ++ )
{
p = q;
for ( x = lower_x; x < upper_x; x ++ )
{
- dx = MapX( affine.matrix, x, y ) + x_offset;
- dy = MapY( affine.matrix, x, y ) + y_offset;
+ dx = MapX( affine.matrix, x, y ) / dz + x_offset;
+ dy = MapY( affine.matrix, x, y ) / dz + y_offset;
if ( dx >= 0 && dx < b_width && dy >=0 && dy < b_height )
{
if ( alpha == NULL )
{
- dx -= dx & 1;
+ dx += dx & 1;
*p ++ = *( b_image + dy * b_stride + ( dx << 1 ) );
*p ++ = *( b_image + dy * b_stride + ( dx << 1 ) + ( ( x & 1 ) << 1 ) + 1 );
}
else
{
- dx -= dx & 1;
mix = ( float )*( alpha + dy * b_width + dx ) / 255.0;
+ dx += dx & 1;
*p ++ = *p * ( 1 - mix ) + mix * *( b_image + dy * b_stride + ( dx << 1 ) );
*p ++ = *p * ( 1 - mix ) + mix * *( b_image + dy * b_stride + ( dx << 1 ) + ( ( x & 1 ) << 1 ) + 1 );
}