Lines Matching defs:point

40 typedef double ClipFloat; // floating point type used in clipping
245 // A point on line might be far away, causing clipping ratio (clipLineSegmentEnd) to become extremely close to 1.0
246 // even if the another point is not on the plane. Prevent clipping ratio from saturating by using points on line
253 // Find intersection point of line from v0 to v1 and the current plane. Avoid ratios near 1.0
799 // points are discarded if Z is not in range. (Wide) point clipping is done in the rasterization phase
1222 const pa::Point& point,
1232 // draw point as two triangles
1233 const float offset = point.v0->pointSize / 2.0f;
1234 const tcu::Vec4 w0 = tcu::Vec4(point.v0->position.x() + offset, point.v0->position.y() + offset, point.v0->position.z(), point.v0->position.w());
1235 const tcu::Vec4 w1 = tcu::Vec4(point.v0->position.x() - offset, point.v0->position.y() + offset, point.v0->position.z(), point.v0->position.w());
1236 const tcu::Vec4 w2 = tcu::Vec4(point.v0->position.x() - offset, point.v0->position.y() - offset, point.v0->position.z(), point.v0->position.w());
1237 const tcu::Vec4 w3 = tcu::Vec4(point.v0->position.x() + offset, point.v0->position.y() - offset, point.v0->position.z(), point.v0->position.w());
1243 FragmentShadingContext shadingContext(point.v0->outputs, DE_NULL, DE_NULL, &buffers.shaderOutputs[0], buffers.fragmentDepthBuffer, point.v0->primitiveID, (int)program.fragmentShader->getOutputs().size(), numSamples);
1775 vertexPackets[numVertexPackets]->pointSize = command.state.point.pointSize; // default value from the current state