public void DrawSpan(ref TriangleEquations eqn, int x, int y, int x2) => PixelShaderHelper <PixelShader> .DrawSpan(ref this, ref eqn, x, y, x2);
public void DrawBlock(ref TriangleEquations eqn, int x, int y, bool testEdges) => PixelShaderHelper <PixelShader> .DrawBlock(ref this, ref eqn, x, y, testEdges);
// Initialize the edge data values. public void init(ref TriangleEquations eqn, float x, float y) { ev0 = eqn.e0.evaluate(x, y); ev1 = eqn.e1.evaluate(x, y); ev2 = eqn.e2.evaluate(x, y); }
// Test for triangle containment. public bool test(ref TriangleEquations eqn) { return(eqn.e0.test(ev0) && eqn.e1.test(ev1) && eqn.e2.test(ev2)); }
// Step the edge values in the y direction. public void stepY(ref TriangleEquations eqn, float stepSize) { ev0 = eqn.e0.stepY(ev0, stepSize); ev1 = eqn.e1.stepY(ev1, stepSize); ev2 = eqn.e2.stepY(ev2, stepSize); }
// Step the edge values in the y direction. public void stepY(ref TriangleEquations eqn) { ev0 = eqn.e0.stepY(ev0); ev1 = eqn.e1.stepY(ev1); ev2 = eqn.e2.stepY(ev2); }