Searched refs:RAND_FLOAT_01 (Results 1 – 3 of 3) sorted by relevance
29 #define RAND_FLOAT_01 \ macro502 FLOAT rawx = RAND_FLOAT_01; in setupBlotsTetrahedron()503 FLOAT rawy = RAND_FLOAT_01; in setupBlotsTetrahedron()721 int which = RAND_FLOAT_01 * 11; in setupBlots()785 r = RAND_FLOAT_01 * 0x10000; in setupColormap()786 g = RAND_FLOAT_01 * 0x10000; in setupColormap()787 b = RAND_FLOAT_01 * 0x10000; in setupColormap()792 r = RAND_FLOAT_01 * 0x10000; in setupColormap()793 g = RAND_FLOAT_01 * 0x10000; in setupColormap()794 b = RAND_FLOAT_01 * 0x10000; in setupColormap()[all …]
27 #define RAND_FLOAT_01 \ macro257 int c = RAND_FLOAT_01 * st->columns; in randomizeOneTile()258 int r = RAND_FLOAT_01 * st->rows; in randomizeOneTile()271 int r = RAND_FLOAT_01 * st->rows; in randomizeOneRow()286 int c = RAND_FLOAT_01 * st->columns; in randomizeOneColumn()304 if (RAND_FLOAT_01 > st->eventChance) in modelEvents()309 which = RAND_FLOAT_01 * 10; in modelEvents()
25 #define RAND_FLOAT_01 \ macro1581 switch ((int) (RAND_FLOAT_01 * 4)) in makeBarcodeString()1591 str[i] = RAND_FLOAT_01 * 10 + '0'; in makeBarcodeString()1597 switch ((int) (RAND_FLOAT_01 * 3)) in makeBarcodeString()1610 str[i] = RAND_FLOAT_01 * 10 + '0'; in makeBarcodeString()1619 strcpy(&str[i], words[(int) (RAND_FLOAT_01 * WORD_COUNT)]); in makeBarcodeString()1654 barcode->x += RAND_FLOAT_01 * 100; in scrollModel()1655 barcode->mag = RAND_FLOAT_01 * MAX_MAG; in scrollModel()1663 RAND_FLOAT_01 * (st->windowHeight - BARCODE_HEIGHT * barcode->mag); in scrollModel()