Searched refs:divX (Results 1 – 2 of 2) sorted by relevance
400 Sk4f divX = (*xs * fXInvMax).floor(); in processPoints() local402 Sk4f baseX = (divX * fXMax); in processPoints()
572 final float divX = 1f / ray.direction.x; in intersectRayBoundsFast() local576 float minx = ((center.x - dimensions.x * .5f) - ray.origin.x) * divX; in intersectRayBoundsFast()577 float maxx = ((center.x + dimensions.x * .5f) - ray.origin.x) * divX; in intersectRayBoundsFast()