checkNewBitmap(UNKNOWN_BOUNDING_BOX);
return rgbdev->functionShadedFill(state, shading);
}
-GBool BitmapOutputDev::axialShadedFill(GfxState *state, GfxAxialShading *shading)
+
+GBool BitmapOutputDev::axialShadedFill(GfxState *state, GfxAxialShading *shading POPPLER_RAXIAL_MIN_MAX)
{
msg("<debug> axialShadedFill");
- boolpolydev->axialShadedFill(state, shading);
+ boolpolydev->axialShadedFill(state, shading POPPLER_RAXIAL_MIN_MAX_ARG);
checkNewBitmap(UNKNOWN_BOUNDING_BOX);
- return rgbdev->axialShadedFill(state, shading);
+ return rgbdev->axialShadedFill(state, shading POPPLER_RAXIAL_MIN_MAX_ARG);
}
-GBool BitmapOutputDev::radialShadedFill(GfxState *state, GfxRadialShading *shading)
+
+GBool BitmapOutputDev::radialShadedFill(GfxState *state, GfxRadialShading *shading POPPLER_RAXIAL_MIN_MAX)
{
msg("<debug> radialShadedFill");
- boolpolydev->radialShadedFill(state, shading);
+ boolpolydev->radialShadedFill(state, shading POPPLER_RAXIAL_MIN_MAX_ARG);
checkNewBitmap(UNKNOWN_BOUNDING_BOX);
- return rgbdev->radialShadedFill(state, shading);
+ return rgbdev->radialShadedFill(state, shading POPPLER_RAXIAL_MIN_MAX_ARG);
}
SplashColor black = {0,0,0};