Ignore:
Timestamp:
10/14/11 23:07:26 (3 years ago)
Author:
philmoz
Message:

Cleanup redundant entries from platform_camera.h files.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/platform/d10/platform_camera.h

    r1224 r1364  
    6868    #undef CAM_SENSOR_BITS_PER_PIXEL 
    6969    #define CAM_SENSOR_BITS_PER_PIXEL   12 
    70     #undef CAM_WHITE_LEVEL 
    71     #define CAM_WHITE_LEVEL             ((1<<CAM_SENSOR_BITS_PER_PIXEL)-1) 
    72     #undef CAM_BLACK_LEVEL 
    73     #define CAM_BLACK_LEVEL             127 
    7470 
    7571        #define cam_CFAPattern 0x01000201 // Green  Blue  Red  Green  
     
    9490    // XXXX 
    9591    #undef CAM_USES_ASPECT_CORRECTION 
    96     #undef CAM_USES_ASPECT_YCORRECTION 
    9792    #define CAM_USES_ASPECT_CORRECTION          1  //camera uses the modified graphics primitives to map screens an viewports to buffers more sized  
    98     #define CAM_USES_ASPECT_YCORRECTION         0  //only uses mappings on x coordinate 
    99  
    100     #undef ASPECT_XCORRECTION 
    101     #define ASPECT_XCORRECTION(x)   ( ((x)<<1) ) 
    102  
    103     // Note color palette affects grids! 
    104     #undef ASPECT_GRID_XCORRECTION 
    105     #define ASPECT_GRID_XCORRECTION(x)   ( (x) ) 
    106  
    107     #undef ASPECT_GRID_YCORRECTION 
    108     #define ASPECT_GRID_YCORRECTION(y)  ( (y) ) 
    109  
    110     #undef ASPECT_VIEWPORT_XCORRECTION  
    111     #define ASPECT_VIEWPORT_XCORRECTION(x) ASPECT_GRID_XCORRECTION(x) 
    112     #undef ASPECT_VIEWPORT_YCORRECTION  
    113     #define ASPECT_VIEWPORT_YCORRECTION(y) ( (y) ) 
    114  
    115     // Note color palette affects games! 
    116         //games mappings 
    117         #undef GAMES_SCREEN_WIDTH 
    118         #undef GAMES_SCREEN_HEIGHT 
    119         #define GAMES_SCREEN_WIDTH              360 
    120         #define GAMES_SCREEN_HEIGHT             240 
    121         #undef ASPECT_GAMES_XCORRECTION 
    122         // 720/360=2 same aspect than grids and viewport but another approach: there is a lot of corrections to do in game's code, and we decide to paint directly on display buffer wirh another resolution 
    123         // used by gui.c that configures the draw environment (trhough new draw_gui function) depending on gui_mode: we have then 360x240 for games (but deformed output:circles are not circles) and 320x240 for 
    124         // other modes in perfect aspect ratio 4/3: slightly better visualization: file menus more readable, ... 
    125         #define ASPECT_GAMES_XCORRECTION(x)   ( ((x)<<1) ) 
    126         #undef ASPECT_GAMES_YCORRECTION 
    127         #define ASPECT_GAMES_YCORRECTION(y)   ( (y) )  //none 
    12893 
    12994    #define CAM_ZEBRA_ASPECT_ADJUST 1 
     
    13196    #define  CAM_CHDK_PTP               1 // include CHDK PTP support 
    13297 
    133 #define CAM_FIRMWARE_MEMINFO    1       // Use 'GetMemInfo' to get free memory size. 
     98    #define CAM_FIRMWARE_MEMINFO    1       // Use 'GetMemInfo' to get free memory size. 
    13499 
    135100    #define CAM_DRIVE_MODE_FROM_TIMER_MODE      // use PROPCASE_TIMER_MODE to check for multiple shot custom timer. 
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