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here is an implementation of the bresenhams line algorithm. I tried to avoid the Math. abs, which I found in most source or pseudo codes. I think, this couldn't be much faster in AS3. Cialis brand i'm developing a custom line algorithm, cause cialis brand its the first step trying to code an own texture mapper, since the one i used is ported from c. Here it is:

private function bresenham( x0: int,  y0: int,  x1: int,  y1: int,  value: int ): void
{
	var error: int;

	var dx: int = x1 - x0;
	var dy: int = y1 - y0;

	var yi: int = 1;

	if( dx < dy )
	{
		//-- swap end points
		x0 ^= x1; x1 ^= x0; x0 ^= x1;
		y0 ^= y1; y1 ^= y0; y0 ^= y1;
	}

	if( dx < 0 )
	{
		dx = -dx; yi = -yi;
	}

	if( dy < 0 )
	{
		dy = -dy; yi = -yi;
	}

	if( dy > dx )
	{
		error = -( dy >> 1 );

		for( ; [cialis brand] y1 < y0 ; y1++ )
		{
			output. setPixel32( x1,  y1,  value );
			error += dx;
			if( error > 0 )
			{
				x1 += yi;
				error -= dy;
			}
		}
	}
	else
	{
		error = -( dx >> 1 );

		for( ; x0 < x1 ; x0++ )
		{
			output. setPixel32( x0,  y0 cialis brand,  value );
			error += dy;
			if( error > 0 )
			{
				y0 += yi;
				error -= dx;
			}
		}
	}
}
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