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340  * @return float The ratio of (polygon.z / light.z - polygon.z)
393 // Ratio = (Poly - Outline) / (Light - Poly)
394 // Outline.x = Poly.x - Ratio * (Light.x - Poly.x)
395 // Outline's radius / Light's radius = Ratio
509 // The ratio can be simulated by using the inverse of maximum of ratioVI for
525 // maximum ratio.
714 // That distance ratio b/t Ui to U1 and Ui to U5 decides its paired penumbra
726 // and its ratio against the total length.
739 // Then for each unpaired umbra vertex, create a new penumbra by the ratio,