Lines Matching defs:area
258 const GGLcoord area = (m_area + TRI_HALF) >> TRI_FRACTION_BITS;
260 // triangles with an area smaller than 1.0 are not smooth-shaded
263 if (abs(area) >= minArea) {
265 // factor for deltas/area:
267 // First compute the 1/area with full 32-bits precision,
269 d = gglRecipQNormalized(area, &q);
275 // We'll keep 16-bits of precision for deltas/area. So we need
698 // rho = sqrt( texelArea / area )
700 // lod = log2( texelArea / area ) / 2
701 // lod = (log2( texelArea ) - log2( area )) / 2
703 const GGLcoord area = abs(lerp.area());
710 int log2Area = (32-TRI_FRACTION_BITS*2-1) - gglClz(area);
829 const GLenum winding = (c->lerp.area() > 0) ? GL_CW : GL_CCW;