Lines Matching full:edge
74 * 1/16 of a pixel. If we're walking up a long, nearly vertical edge
76 * GLfixed to walk the edge without error. If the maximum viewport
125 GLint lines; /* number of lines to be sampled on this edge */
220 /* vertex/edge relationship */
225 /* compute deltas for each edge: vertex[upper] - vertex[lower] */
249 /* Edge setup. For a triangle strip these could be reused... */
287 * separated by a perfectly horizontal line. The edge that is
289 * call it a ``major'' edge. The other two edges are the
290 * ``top'' edge (for the upper subtriangle) and the ``bottom''
291 * edge (for the lower subtriangle). If either of these two
297 * By stepping rasterization parameters along the major edge,
301 * Also, we must determine whether the major edge is at the
307 * the major edge to the top edge, and from this we infer
308 * whether the major edge is on the left or the right.
450 * to the right of the left edge, strictly to the left of the
451 * right edge, on or below the top edge, and strictly above
452 * the bottom edge. (Some edges may be degenerate.)
455 * (that is, the major edge is on the left); the right-to-left
463 * Next we creep down the major edge until we reach that y,
464 * and compute the corresponding x coordinate on the edge.
466 * inside the edge. This is the first pixel that might lie in
471 * edge. For each step in y, we'll move an integer number
474 * edge or inside it) and the ``outer'' step (guaranteed to
475 * land on the edge or outside it). The inner and outer steps
477 * term that indicates our distance from the true edge, and
825 * new edge coordinates, and adjust the
827 * on or inside the major edge.