Lines Matching defs:inside

284 		const TriangleVertex&	inside	= v1;
288 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
297 const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
298 const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
301 middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
302 middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
303 middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
308 const TriangleVertex& inside = v2;
312 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
321 const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
322 const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
325 middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
326 middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
327 middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
359 const TriangleVertex& inside = v0;
363 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
372 const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
373 const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
376 middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
377 middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
378 middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
383 const TriangleVertex& inside = v0;
387 const ClipFloat hitDist = plane.clipLineSegmentEnd(inside.position, outside.position);
396 const ClipVec4 approximatedClipPoint = tcu::mix(inside.position, outside.position, hitDist);
397 const ClipVec4 anotherPointOnLine = (hitDist > (ClipFloat)0.5) ? (inside.position) : (outside.position);
400 middle.weight[0] = tcu::mix(inside.weight[0], outside.weight[0], hitDist);
401 middle.weight[1] = tcu::mix(inside.weight[1], outside.weight[1], hitDist);
402 middle.weight[2] = tcu::mix(inside.weight[2], outside.weight[2], hitDist);
568 // Fully inside