02b7ec05d5
Use M_PI (and friends), where possible, in favor of hand-coded approximations of various (in)accuracies. Where that's not available (e.g. fragment shaders), use the same value that qmath.h uses for M_PI, for consistency. Replaced math.h with qmath.h in places that defined a fall-back in case math.h omits it (it's not in the C++ standard, although M_PI is in POSIX); or removed this entirely where it wasn't used. Reworked some code to reduce the amount of arithmetic needed, in the process; e.g. pulling common factors out of loops. Revised an example's doc to not waste time talking about using a six-sig-fig value for pi (which we no longer do) - it really wasn't relevant, or anything to be proud of; nor did the doc mention its later use. Task-number: QTBUG-58083 Change-Id: I5a31e3a2b6a823b97a43209bed61a37b9aa6c05f Reviewed-by: Thiago Macieira <thiago.macieira@intel.com> |
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main.cpp | ||
painterpaths.pro | ||
renderarea.cpp | ||
renderarea.h | ||
window.cpp | ||
window.h |