private void fillPixels() { filler fill = new filler(pixels, width, total); for (int i = 0; i < bufferSize; i++) { fill.getBounds(buffer[i]); } int count = 0; for (int i = 0; i < bufferSize; i++) { if (buffer[i] + width < total && !pixels[buffer[i] + width].selected && pixels[buffer[i] + width].value >= VALUE_THRESHOLD) { fill.start(buffer[i] + width); List <pathDirection> whitePixels = fill.getPath(); if (whitePixels.Count != 0) { //j once was i, not sure how this wasn't an issue in c++ //but reassigning i here may have slowed things down a lot for (int j = 0; j < whitePixels.Count; j++) { buffer.Add(whitePixels[j].id); tree.insert(buff, whitePixels[j].id); count++; } } } } fill.clearFoundBuffer(); bufferSize += count; }
private void fillpixels() { filler fill = new filler(p, width, total); buffersize += fill.run(buffer, buffersize, buff); }