/* dividing by sz gives us the ability to do perspective
transforms */
sz = x * matrix[6] + y * matrix[7] + matrix[8];
- if (abs(sz) > 0.0000001) {
+ if (fabs(sz) > 0.0000001) {
sx = (x * matrix[0] + y * matrix[1] + matrix[2]) / sz;
sy = (x * matrix[3] + y * matrix[4] + matrix[5]) / sz;
}
/* anything outside these ranges is either a broken co-ordinate
or outside the source */
- if (abs(sz) > 0.0000001
+ if (fabs(sz) > 0.0000001
&& sx >= -1 && sx < src->xsize
&& sy >= -1 && sy < src->ysize) {
/* dividing by sz gives us the ability to do perspective
transforms */
sz = x * matrix[6] + y * matrix[7] + matrix[8];
- if (abs(sz) > 0.0000001) {
+ if (fabs(sz) > 0.0000001) {
sx = (x * matrix[0] + y * matrix[1] + matrix[2]) / sz;
sy = (x * matrix[3] + y * matrix[4] + matrix[5]) / sz;
}
/* anything outside these ranges is either a broken co-ordinate
or outside the source */
- if (abs(sz) > 0.0000001
+ if (fabs(sz) > 0.0000001
&& sx >= -1 && sx < src->xsize
&& sy >= -1 && sy < src->ysize) {