Lines Matching refs:corners
840 Vec2 corners[4] = in iterate() local
858 renderTriangle(corners[(0+quadNdx) % 4] + center, in iterate()
859 corners[(1+quadNdx) % 4] + center, in iterate()
860 corners[(2+quadNdx) % 4] + center, in iterate()
865 renderTriangle(corners[(3+quadNdx) % 4] + center, in iterate()
866 corners[(2+quadNdx) % 4] + center, in iterate()
867 corners[(0+quadNdx) % 4] + center, in iterate()
872 renderTriangle(corners[(0+quadNdx) % 4] + center, in iterate()
873 corners[(2+quadNdx) % 4] + center, in iterate()
874 corners[(3+quadNdx) % 4] + center, in iterate()
882 unicoloredRegions.push_back(QuadCorners((center + corners[0]*unicolorRegionScale), in iterate()
883 (center + corners[1]*unicolorRegionScale), in iterate()
884 (center + corners[2]*unicolorRegionScale), in iterate()
885 (center + corners[3]*unicolorRegionScale))); in iterate()
916 Vec2 corners[4] = in iterate() local
924 renderTriangle(corners[(0+quadSubAngleNdx) % 4], in iterate()
925 corners[(1+quadSubAngleNdx) % 4], in iterate()
926 corners[(2+quadSubAngleNdx) % 4], in iterate()
931 renderTriangle(corners[(3+quadSubAngleNdx) % 4], in iterate()
932 corners[(2+quadSubAngleNdx) % 4], in iterate()
933 corners[(0+quadSubAngleNdx) % 4], in iterate()
938 renderTriangle(corners[(0+quadSubAngleNdx) % 4], in iterate()
939 corners[(2+quadSubAngleNdx) % 4], in iterate()
940 corners[(3+quadSubAngleNdx) % 4], in iterate()
945 unicoloredRegions.push_back(QuadCorners((corners[0]*unicolorRegionScale), in iterate()
946 (corners[1]*unicolorRegionScale), in iterate()
947 (corners[2]*unicolorRegionScale), in iterate()
948 (corners[3]*unicolorRegionScale))); in iterate()
956 Vec2 corners[4] = in iterate() local
964 renderTriangle(corners[(0+quadSubAngleNdx) % 4], in iterate()
965 corners[(1+quadSubAngleNdx) % 4], in iterate()
966 corners[(2+quadSubAngleNdx) % 4], in iterate()
971 renderTriangle(corners[(3+quadSubAngleNdx) % 4], in iterate()
972 corners[(2+quadSubAngleNdx) % 4], in iterate()
973 corners[(0+quadSubAngleNdx) % 4], in iterate()
978 renderTriangle(corners[(0+quadSubAngleNdx) % 4], in iterate()
979 corners[(2+quadSubAngleNdx) % 4], in iterate()
980 corners[(3+quadSubAngleNdx) % 4], in iterate()
984 unicoloredRegions.push_back(QuadCorners(corners[0], corners[1], corners[2], corners[3])); in iterate()