Searched refs:ey0 (Results 1 – 1 of 1) sorted by relevance
55 GLfloat ex0, ey0; /* quad edge vectors */ member298 GLfloat cross0 = (info->ex0 * fy0 - info->ey0 * fx0); in compute_coveragef()306 cross0 = info->ex0 + info->ey0; in compute_coveragef()359 line->ey0 = line->qy1 - line->qy0; in segment()