public HillshadingBitmap calculate() { ShadingAlgorithm.RawShadingResult raw = algorithm.transformToByteBuffer(hgtFileInfo, HgtCache.this.interpolatorOverlap ? 1 : 0); // is this really necessary? Maybe, if some downscaling is filtered and rounding is not as expected raw.fillPadding(); return graphicsFactory.createMonoBitmap(raw.width, raw.height, raw.bytes, raw.padding, hgtFileInfo); } }
public HillshadingBitmap calculate() { ShadingAlgorithm.RawShadingResult raw = algorithm.transformToByteBuffer(hgtFileInfo, HgtCache.this.interpolatorOverlap ? 1 : 0); // is this really necessary? Maybe, if some downscaling is filtered and rounding is not as expected raw.fillPadding(); return graphicsFactory.createMonoBitmap(raw.width, raw.height, raw.bytes, raw.padding, hgtFileInfo); } }