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4  * Use of this source code is governed by a BSD-style license that can be
30 * 4) Simplify the mesh by inserting new vertices at intersecting edges (simplify()).
39 * 5d) Displace edges by half a pixel inward and outward along their normals. Intersect to find
57 * accommodate this by adjusting the topology of the mesh and AEL to match the intersection
61 * neighbouring edges at the top or bottom vertex. This is handled by merging the
64 * active edge list. This is handled by detecting potential violations and rewinding
79 * Note that the orientation of the line sweep algorithms is determined by the aspect ratio of the
81 * coordinate, and secondarily by increasing X coordinate. When the path is wider than it is tall,
82 * we sort by increasing X coordinate, but secondarily by *decreasing* Y coordinate. This is so
140 * are re-ordered by the merge sort according to the sweep_lt comparator (usually, increasing
324 * "edge below" a vertex as well as for the active edge list is handled by isLeftOf()/isRightOf().
326 * point). For speed, that case is only tested by the callers that require it (e.g.,
335 * degree 5, is still subject to catastrophic cancellation. We deal with that by assuming its
576 double by = static_cast<double>(next->fPoint.fY) - curr->fPoint.fY;
577 if (ax * by - ay * bx >= 0.0) {
1201 // If an edge's top and bottom points differ only by 1/2 machine epsilon in the primary
1387 // Stage 3: sort the vertices by increasing sweep direction.
1471 // Stage 4: Simplify the mesh by inserting new vertices at intersecting edges.
1863 // Stage 5d: Displace edges by half a pixel inward and outward along their normals. Intersect to