Leaked source code of windows server 2003
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#ifndef __tessmono_h_
#define __tessmono_h_
/*
** Copyright 1994, Silicon Graphics, Inc. ** All Rights Reserved. ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in whole or in part, without the prior written ** permission of Silicon Graphics, Inc. ** ** RESTRICTED RIGHTS LEGEND: ** Use, duplication or disclosure by the Government is subject to restrictions ** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data ** and Computer Software clause at DFARS 252.227-7013, and/or in similar or ** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished - ** rights reserved under the Copyright Laws of the United States. ** ** Author: Eric Veach, July 1994. */
/* __gl_meshTesselateMonoRegion( face ) tesselates a monotone region
* (what else would it do??) The region must consist of a single * loop of half-edges (see mesh.h) oriented CCW. "Monotone" in this * case means that any vertical line intersects the interior of the * region in a single interval. * * Tesselation consists of adding interior edges (actually pairs of * half-edges), to split the region into non-overlapping triangles. * * __gl_meshTesselateInterior( mesh ) tesselates each region of * the mesh which is marked "inside" the polygon. Each such region * must be monotone. * * __gl_meshDiscardExterior( mesh ) zaps (ie. sets to NULL) all faces * which are not marked "inside" the polygon. Since further mesh operations * on NULL faces are not allowed, the main purpose is to clean up the * mesh so that exterior loops are not represented in the data structure. * * __gl_meshSetWindingNumber( mesh, value, keepOnlyBoundary ) resets the * winding numbers on all edges so that regions marked "inside" the * polygon have a winding number of "value", and regions outside * have a winding number of 0. * * If keepOnlyBoundary is TRUE, it also deletes all edges which do not * separate an interior region from an exterior one. */
void __gl_meshTesselateMonoRegion( GLUface *face ); void __gl_meshTesselateInterior( GLUmesh *mesh ); void __gl_meshDiscardExterior( GLUmesh *mesh ); void __gl_meshSetWindingNumber( GLUmesh *mesh, int value, GLboolean keepOnlyBoundary );
#endif
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