Index: trunk/magic/remove/src/warpedpixels.c
===================================================================
--- trunk/magic/remove/src/warpedpixels.c	(revision 21438)
+++ trunk/magic/remove/src/warpedpixels.c	(revision 25082)
@@ -23,5 +23,5 @@
 
     psRegion     *bounds = pmChipPixels(sf->chip);
-    
+
     int width  = bounds->x1 - bounds->x0;
     int height = bounds->y1 - bounds->y0;
@@ -83,5 +83,5 @@
 
     /* now set up our wrapper to the chip astrometry to apply to the whole chip */
-    sf->astrom = streakSetAstrometry(sf->astrom, sf->stage, sf->inAstrom->fpa, sf->chip, false, NULL, 
+    sf->astrom = streakSetAstrometry(sf->astrom, sf->stage, sf->inAstrom->fpa, sf->chip, false, NULL,
         sf->warpedPixels->numCols, sf->warpedPixels->numRows);
 
@@ -106,5 +106,5 @@
         // convert corner of skycell to sky coordinates
         if (!pmAstromWCStoSky(&sky, wcs, &pt[i])) {
-            psError(PS_ERR_IO, false, "failed to convert pt %d of %s to sky coords: %s", fileName);
+            psErrorStackPrint(stderr, "failed to convert pt %d of %s to sky coords", i, fileName);
             streaksExit("", PS_EXIT_DATA_ERROR);
         }
@@ -112,5 +112,5 @@
         // convert to chip coordinates
         if (!skyToCell(&p, sf->astrom, sky.r, sky.d)) {
-            psError(PS_ERR_IO, false, "failed to convert pt %d of %s to sky coords: %s", fileName);
+            psErrorStackPrint(stderr, "failed to convert pt %d of %s to sky coords", i, fileName);
             streaksExit("", PS_EXIT_DATA_ERROR);
         }
@@ -171,5 +171,5 @@
 }
 
-// x as a function of y for the line between two points 
+// x as a function of y for the line between two points
 // Note: the caller guarentees that the y's of the two points are different
 static double xOfY(psPlane *pI, psPlane *pJ, int y)
@@ -212,5 +212,5 @@
  * To compute the overlap of a quadrilateral with a set of
  * points we transform the 4 corners to image coordinates
- * and name the 4 points of the quad 
+ * and name the 4 points of the quad
             pt 0 is left most (bottom most corner)
             pt 1 is bottom most (right most corner)
@@ -238,5 +238,5 @@
 
                 3
-                 C       
+                 C
          ---------------2           left boundary:  line 0_1 y < pt0.y
                  B                                  line 0_3 y >= pt0.y
@@ -249,5 +249,5 @@
               C
         0----------------
-              B     
+              B
       ----------------2
               A
@@ -258,5 +258,5 @@
 
         3       2
-            
+
             B
 
@@ -265,8 +265,8 @@
 (region A and C are empty in the case where the points form a rectangle)
 */
-            
+
 /*
     Name the corners
-    The following algorithm works for points that form a quadrilateral 
+    The following algorithm works for points that form a quadrilateral
     I think it also works for the situation where 3 points are co-linear
     and we have a triangle, but that isn't important for our purposes
@@ -313,5 +313,5 @@
         pt[i] = pt[i+1];
     }
-            
+
     // now find the right most (top most) of the remaining 2 points
     if ((pt[0].x > pt[1].x) ||
