Lines Matching refs:winding
329 Edge(Vertex* top, Vertex* bottom, int winding, Type type)
330 : fWinding(winding)
454 Poly(Vertex* v, int winding)
456 , fWinding(winding)
614 Poly* new_poly(Poly** head, Vertex* v, int winding, SkArenaAlloc& alloc) {
615 Poly* poly = alloc.make<Poly>(v, winding);
755 inline bool apply_fill_type(SkPath::FillType fillType, int winding) {
758 return winding != 0;
760 return (winding & 1) != 0;
762 return winding == 1;
764 return (winding & 1) == 1;
776 int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1;
777 Vertex* top = winding < 0 ? next : prev;
778 Vertex* bottom = winding < 0 ? prev : next;
779 return alloc.make<Edge>(top, bottom, winding, type);
1194 // Connector edges get zero winding, since they're only structural (i.e., to ensure
1195 // no 0-0-0 alpha triangles are produced), and shouldn't affect the poly winding number.
1457 int winding = leftEdge->fLeftPoly ? leftEdge->fLeftPoly->fWinding : 0;
1458 winding += leftEdge->fWinding;
1459 if (winding != 0) {
1460 Poly* poly = new_poly(&polys, v, winding, alloc);
1559 int winding = c.sweep_lt(prev->fPoint, next->fPoint) ? 1 : -1;
1562 if (winding != prevEdge->fWinding && prevBisector->intersect(*nextBisector, &p, &alpha)) {
1625 // Connect vertices into a quad mesh. Outer edges get default (1) winding.
1626 // Inner edges get -2 winding. This ensures that the interior is always filled
1627 // (-1 winding number for normal cases, 3 for thin features where the interior inverts).