Searched refs:sliceNumberPerEdge (Results 1 – 1 of 1) sorted by relevance
1417 int sliceNumberPerEdge = (totalRayNum > FINE_TESSELLATED_POLYGON_RAY_NUMBER) ? 1 : 2; in generateTriangleStrip() local1420 int slicedVertexCountPerPolygon = totalRayNum * sliceNumberPerEdge; in generateTriangleStrip()1431 uint16_t slicedUmbraVertexIndex[totalRayNum * sliceNumberPerEdge]; in generateTriangleStrip()1433 int rayNumberPerSlicedUmbra[totalRayNum * sliceNumberPerEdge]; in generateTriangleStrip()1442 for (int weight = 0; weight < sliceNumberPerEdge; weight++) { in generateTriangleStrip()1443 const Vector2& slicedPenumbra = (currentPenumbra * (sliceNumberPerEdge - weight) in generateTriangleStrip()1444 + nextPenumbra * weight) / sliceNumberPerEdge; in generateTriangleStrip()1446 const Vector2& slicedUmbra = (currentUmbra * (sliceNumberPerEdge - weight) in generateTriangleStrip()1447 + nextUmbra * weight) / sliceNumberPerEdge; in generateTriangleStrip()