Searched refs:EPSILON (Results 1 – 6 of 6) sorted by relevance
79 if ((VLength(&edge1) >= EPSILON) && (VLength(&edge2) >= EPSILON) && in newtri()80 (VLength(&edge3) >= EPSILON)) { in newtri()106 if ((VLength(&edge1) >= EPSILON) && (VLength(&edge2) >= EPSILON) && in newstri()107 (VLength(&edge3) >= EPSILON)) { in newstri()167 if (det > -EPSILON && det < EPSILON) in tri_intersect()
229 if ((cmax->x - cmin->x) < EPSILON) { in cellbound()230 cmax->x += EPSILON; in cellbound()231 cmin->x -= EPSILON; in cellbound()233 if ((cmax->y - cmin->y) < EPSILON) { in cellbound()234 cmax->y += EPSILON; in cellbound()235 cmin->y -= EPSILON; in cellbound()238 cmax->z += EPSILON; in cellbound()239 cmin->z -= EPSILON; in cellbound()491 if (fabs(ry->d.x) < EPSILON) { in grid_intersect()510 if (fabs(ry->d.y) < EPSILON) { in grid_intersect()[all …]
109 Llen = sqrt(L.x * L.x + L.y * L.y + L.z * L.z) + EPSILON; in shader()198 specray.o = Raypnt(&specray, EPSILON); /* avoid numerical precision bugs */ in shade_reflection()221 transray.o = Raypnt(&transray, EPSILON); /* avoid numerical precision bugs */ in shade_transmission()
65 #define EPSILON 0.000001 /* amount to crawl down a ray */ macro
121 if (t > EPSILON) { in add_intersection()
196 RAYPNT(newray.e, (*ry), (tfar + EPSILON)); in bndbox_intersect()