Searched refs:xRatio (Results 1 – 3 of 3) sorted by relevance
249 float xRatio = (0.5f + (float)(x - xFirst)) / width; in render() local251 xRatio = 1.0f - xRatio; in render()253 tcu::Vec4 color = triQuadInterpolate(quad.color, xRatio, yRatio); in render()254 tcu::Vec4 color1 = triQuadInterpolate(quad.color1, xRatio, yRatio); in render()255 float depth = triQuadInterpolate(quad.depth, xRatio, yRatio); in render()
159 xRatio=ratio['xRatio'],
2587 …const float xRatio = static_cast<float>(occlusionObjectMultiplierX[objectNdx]) / occlusionObje… in createVertexData() local2589 const double areaRatio = static_cast<double>(xRatio) * static_cast<double>(yRatio); in createVertexData()2596 const float occludedObjectVertexXCoord = m_vertexCoord[objectStart + vertexNdx][0] * xRatio; in createVertexData()