Lines Matching defs:angle
719 float angle = 2.0f*DE_PI * (float)i / (float)numLines + 0.001f*(float)m_currentIteration;
720 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f));
821 // \note First and second iteration get exact 0 (and 90, 180, 270) and 45 (and 135, 225, 315) angle quads, as they are kind of a special case.
835 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
836 angleCos = deFloatCos(angle);
837 angleSin = deFloatSin(angle);
851 // First four are rotated at angles angle+0, angle+90, angle+180 and angle+270.
890 // Draw a bigger-than-viewport quad, rotated at an angle depending on m_currentIteration.
909 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
910 angleCos = deFloatCos(angle);
911 angleSin = deFloatSin(angle);
952 // Draw an exactly viewport-sized quad, rotated by multiples of 90 degrees angle depending on m_currentIteration.
1090 float angle = 2.0f * DE_PI * (float)i / (float)numPolygons + 0.001f*(float)m_currentIteration;
1091 Vec3 pt0 (3.0f*deFloatCos(angle + 2.0f*DE_PI*0.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*0.0f/3.0f), 1.0f);
1092 Vec3 pt1 (3.0f*deFloatCos(angle + 2.0f*DE_PI*1.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*1.0f/3.0f), 0.0f);
1093 Vec3 pt2 (3.0f*deFloatCos(angle + 2.0f*DE_PI*2.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*2.0f/3.0f), 0.0f);