Lines Matching full:intersection
391 * before any intersection tests (see example in __gl_computeInterior).
431 * generated intersection points.
458 * Find some weights which describe how the intersection vertex is
480 * We've computed a new intersection
516 * One possibility is to check these edges for intersection again
519 * so that it has something to fall back on when the intersection
521 * we can't check for intersection, this routine fixes the problem
610 * they intersect. If so, create the intersection and add it
613 * Returns TRUE if adding the new intersection resulted in a recursive
658 /* The intersection point lies slightly to the left of the sweep line,
662 * replace the intersection by tess->event.
667 /* Similarly, if the computed intersection lies to the right of the
680 /* Easy case -- intersection at one of the right endpoints */
692 * due to very small numerical errors in the intersection calculation.
819 * as the intersection location. To make this possible, it requires
866 * intersection vertices even when the input data had no self-intersections.
894 * through vEvent, or may coincide with new intersection vertex
1339 * at its intersection point with C. However this also splits C,
1341 * intersection point. This might leave two edges with a small