132 {
134
135
136 FASTLED_ASSERT(false, "Out of bounds access in Corkscrew at_splat: "
138 return Tile2x2_u8();
139 }
140
141
142 float i_floor = floorf(i);
143 float i_ceil = ceilf(i);
145
147 return splat(position);
148 } else {
149
152 float t = i - i_floor;
153 vec2f interpolated_pos = map_range(
t, 0.0f, 1.0f, pos1, pos2);
154 return splat(interpolated_pos);
155 }
156}
vec2f at_no_wrap(fl::u16 i) const
#define ALMOST_EQUAL_FLOAT(a, b)
Tile2x2_u8 splat(vec2f xy)
"Splat" as in "splat pixel rendering" takes a pixel value in float x,y coordinates and "splats" it in...