warp: Move variable to local block and drop dead assignment
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@ -602,7 +602,6 @@ render_wind_row (guchar *sb,
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gint blend_amt_R, blend_amt_G, blend_amt_B, blend_amt_A = 0 ;
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gint blend_amt_R, blend_amt_G, blend_amt_B, blend_amt_A = 0 ;
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gint blend_colour_R, blend_colour_G, blend_colour_B, blend_colour_A = 0 ;
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gint blend_colour_R, blend_colour_G, blend_colour_B, blend_colour_A = 0 ;
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gint target_colour_R, target_colour_G, target_colour_B, target_colour_A = 0;
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gint target_colour_R, target_colour_G, target_colour_B, target_colour_A = 0;
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gdouble bleed_length_max;
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gint bleed_variation;
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gint bleed_variation;
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gint n;
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gint n;
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gint sbi; /* starting bleed index */
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gint sbi; /* starting bleed index */
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@ -626,6 +625,8 @@ render_wind_row (guchar *sb,
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threshold,
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threshold,
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(bytes > 3)))
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(bytes > 3)))
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{
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{
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gdouble bleed_length_max;
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/* we have found an edge, do bleeding */
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/* we have found an edge, do bleeding */
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sbi = Ri + comp_stride;
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sbi = Ri + comp_stride;
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blend_colour_R = sb[Ri];
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blend_colour_R = sb[Ri];
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@ -634,7 +635,6 @@ render_wind_row (guchar *sb,
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target_colour_R = sb[sbi];
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target_colour_R = sb[sbi];
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target_colour_G = sb[sbi+1];
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target_colour_G = sb[sbi+1];
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target_colour_B = sb[sbi+2];
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target_colour_B = sb[sbi+2];
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bleed_length_max = strength;
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if (bytes > 3)
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if (bytes > 3)
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{
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{
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