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Searched refs:real_radius (Results 1 – 10 of 10) sorted by relevance

/dports/multimedia/opentoonz/opentoonz-1.5.0/toonz/sources/stdfx/
H A Digs_gaussian_blur.cpp53 real_radius * in blur_1st_hori_()
119 real_radius * in blur_2nd_vert_()
213 const double real_radius, const double sigma) { in convert_hv_() argument
244 return static_cast<int>(ceil(real_radius)); in int_radius()
279 const double real_radius, const double sigma //= 0.25 in convert()
282 if (real_radius <= 0.0) { in convert()
323 real_radius, sigma); in convert()
335 ref, ref_mode, real_radius, sigma); in convert()
346 ref, ref_mode, real_radius, sigma); in convert()
357 real_radius, sigma); in convert()
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H A Digs_gauss_distribution.cpp29 const int int_radius, const double real_radius, in gauss_distribution_1d_() argument
40 (0. < real_radius) ? real_radius : 0.000000000000001; in gauss_distribution_1d_()
H A Dino_blur.cpp104 const double real_radius) { in fx_() argument
146 real_radius // const double real_radius // , 0.25 in fx_()
166 const double real_radius = in doCompute() local
168 const int int_radius = igs::gaussian_blur_hv::int_radius(real_radius); in doCompute()
230 << real_radius << " int_radius " << int_radius << " refer_mode " in doCompute()
264 real_radius); in doCompute()
H A Digs_gaussian_blur.h12 IGS_GAUSSIAN_BLUR_HV_EXPORT const int int_radius(const double real_radius);
43 const double real_radius, const double sigma = 0.25);
/dports/german/BBBike/BBBike-3.18/plugins/
H A DBBBikeThunder.pm24 $real_x $real_y $canvas_x $canvas_y $canvas_radius $real_radius
220 $c->createText($x3,$y3, -text => m2km($real_radius),
256 $real_radius = $delta * SPEED_SOUND;
257 $canvas_radius = (main::transpose($real_radius, 0))[0] -
/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dsky.c88 float real_radius; member
160 dome.real_radius = dome.radius/max_sin_angle; in create_dome()
161 dome.height = dome.real_radius - dome.real_radius*max_cos_angle; in create_dome()
175 float z_pos = cos_angle * dome.real_radius + dome.height - dome.real_radius; in create_dome()
208 float z_pos = cos_angle * dome.real_radius + dome.height - dome.real_radius; in create_dome()
407 float sd = dome_clouds.real_radius * t / sqrtf(1.0 + t*t); in skybox_coords_from_ground_coords()
411 sky_coords[2] = sd / t + dome_sky.height - dome_sky.real_radius; in skybox_coords_from_ground_coords()
417 float r2 = dome_sky.real_radius*dome_sky.real_radius; in skybox_compute_element_projection()
418 float z = dome_sky.height - dome_sky.real_radius; in skybox_compute_element_projection()
457 float d2 = dome_sky.real_radius*dome_sky.real_radius - x*x - y*y; in skybox_get_height()
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/dports/games/scummvm/scummvm-2.5.1/graphics/
H A DVectorRendererSpec.cpp1426 int real_radius = r; in drawTabAlg() local
1531 int real_radius = r; in drawTabAlgClip() local
1554 fill_y += real_radius; in drawTabAlgClip()
3132 int real_radius = r; local
3174 ptr_fill += pitch * real_radius;
3196 int real_radius = r; local
3268 int real_radius = r; local
3340 int real_radius = r; local
3916 int real_radius = r; local
3978 int short_h = h - real_radius;
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/dports/games/libretro-scummvm/scummvm-7b1e929/graphics/
H A DVectorRendererSpec.cpp1845 int real_radius = r; in drawTabAlg() local
1950 int real_radius = r; in drawTabAlgClip() local
1973 fill_y += real_radius; in drawTabAlgClip()
3061 int real_radius = r; local
3101 ptr_fill += pitch * real_radius;
3123 int real_radius = r; local
3195 int real_radius = r; local
3267 int real_radius = r; local
3837 int real_radius = r; local
3899 int short_h = h - real_radius;
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/dports/games/residualvm/residualvm-0.3.1/graphics/
H A DVectorRendererSpec.cpp1852 int real_radius = r; in drawTabAlg() local
1957 int real_radius = r; in drawTabAlgClip() local
1980 fill_y += real_radius; in drawTabAlgClip()
3058 int real_radius = r; local
3101 ptr_fill += pitch * real_radius;
3123 int real_radius = r; local
3167 ptr_fill += pitch * real_radius;
3195 int real_radius = r; local
3269 int real_radius = r; local
3813 int real_radius = r; local
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/dports/graphics/darktable38/darktable-3.8.0/src/iop/
H A Ddiffuse.c986 const float real_radius = current_radius * zoom; in wavelets_process() local
988 const float norm = expf(-sqf(real_radius - (float)data->radius_center) / sqf(data->radius)); in wavelets_process()
1262 const float real_radius = current_radius * zoom; in wavelets_process_cl() local
1265 const float norm = expf(-sqf(real_radius - (float)data->radius_center) / sqf(data->radius)); in wavelets_process_cl()