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  /cts/tests/tests/graphics/src/android/graphics/cts/
Path_FillTypeTest.java 26 assertEquals(FillType.WINDING, FillType.valueOf("WINDING"));
36 FillType.WINDING,
PathTest.java 82 Path.FillType expected4 = Path.FillType.WINDING;
93 path.setFillType(Path.FillType.WINDING);
  /external/skia/third_party/glu/libtess/
tessmono.c 49 #define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
50 eDst->Sym->winding += eSrc->Sym->winding)
179 * winding numbers on all edges so that regions marked "inside" the
180 * polygon have a winding number of "value", and regions outside
181 * have a winding number of 0.
196 e->winding = (e->Lface->inside) ? value : -value;
201 e->winding = 0;
tessmono.h 64 * winding numbers on all edges so that regions marked "inside" the
65 * polygon have a winding number of "value", and regions outside
66 * have a winding number of 0.
README 15 - supports a choice of several winding rules for determining which parts
73 of several "winding rules" described below. The interior regions
212 The input contours parition the plane into regions. A winding
215 For a single contour C, the winding number of a point x is simply
218 contours, the individual winding numbers are summed. This
220 the plane. Note that the winding number is the same for all
223 The winding rule classifies a region as "inside" if its winding
310 First, assume that each polygon is defined so that the winding number
327 Draw all the input contours as a single polygon. The winding numbe
    [all...]
mesh.c 100 e->winding = 0;
108 eSym->winding = 0;
489 eNew->winding = eOrg->winding; /* copy old winding information */
490 eNew->Sym->winding = eOrg->Sym->winding;
634 e->winding = 0;
643 eSym->winding = 0;
tess.c 374 /* The winding of an edge says how the winding number changes as we
377 * the winding number of the region inside the contour.
379 e->winding = 1;
380 e->Sym->winding = -1;
sweep.c 99 * winding of the new edge.
101 #define AddWinding(eDst,eSrc) (eDst->winding += eSrc->winding, \
102 eDst->Sym->winding += eSrc->Sym->winding)
155 /* It was created with zero winding number, so it better be
156 * deleted with zero winding number (ie. it better not get merged
159 assert( reg->eUp->winding == 0 );
221 * Winding number and "inside" flag are not updated.
262 reg->windingNumber = RegionAbove(reg)->windingNumber + reg->eUp->winding;
    [all...]
alg-outline 130 edges) as either "inside" or "outside" according to their winding number.
141 - computing the winding number of any newly created active regions.
142 We can compute this incrementally using the winding of each edge
mesh.h 155 int winding; /* change in winding number when crossing member in struct:GLUhalfEdge
189 * f->trail, e->winding) is set to zero.
  /external/skia/src/svg/
SkSVGPath.cpp 33 parser._addAttribute("fillType", fillRule.equals("evenodd") ? "evenOdd" : "winding");
SkSVGPolygon.cpp 31 parser._addAttribute("fillType", f_fillRule.equals("evenodd") ? "evenOdd" : "winding");
SkSVGPolyline.cpp 41 parser._addAttribute("fillType", f_fillRule.equals("evenodd") ? "evenOdd" : "winding");
  /external/skia/src/gpu/
GrDefaultPathRenderer.h 16 * rules (e.g. winding, even-odd)
  /external/skia/src/core/
SkRegion_rects.cpp 99 int winding = edge->fWinding;
117 int prevWinding = winding;
118 winding += edge->fWinding;
119 if (0 == winding) { // we finished an interval
130 SkASSERT(0 == winding);
SkEdge.cpp 48 int winding = 1; local
53 winding = -1;
75 fWinding = SkToS8(winding);
193 int winding = 1; local
198 winding = -1;
223 fWinding = SkToS8(winding);
338 int winding = 1; local
345 winding = -1;
386 fWinding = SkToS8(winding);
  /external/skia/gm/
emptypath.cpp 48 {SkPath::kWinding_FillType, "Winding"},
50 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
cubicpaths.cpp 48 {SkPath::kWinding_FillType, "Winding"},
50 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
191 {SkPath::kWinding_FillType, "Winding"},
193 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
linepaths.cpp 48 {SkPath::kWinding_FillType, "Winding"},
50 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
189 {SkPath::kWinding_FillType, "Winding"},
191 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
quadpaths.cpp 48 {SkPath::kWinding_FillType, "Winding"},
50 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
190 {SkPath::kWinding_FillType, "Winding"},
192 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
degeneratesegments.cpp 262 {SkPath::kWinding_FillType, "Winding"},
264 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
  /external/skia/samplecode/
SampleEmptyPath.cpp 50 {SkPath::kWinding_FillType, "Winding"},
52 {SkPath::kInverseWinding_FillType, "Inverse Winding"},
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
PathFillTypes.java 70 showPath(canvas, 0, 0, Path.FillType.WINDING, paint);
  /frameworks/base/docs/html/training/graphics/opengl/
index.jd 61 <dd>Learn how to define shapes and why you need to know about faces and winding.</dd>
  /frameworks/base/docs/html/guide/topics/graphics/
opengl.jd 23 <li><a href="#faces-winding">Shape Faces and Winding</li>
379 <h2 id="faces-winding">Shape Faces and Winding</h2>
384 answer has to do with winding, or, the direction in which you define the points of a shape.</p>
386 <img src="{@docRoot}images/opengl/ccw-winding.png">
392 counterclockwise direction. The order in which these coordinates are drawn defines the winding

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