Searched refs:fEliminate (Results 1 – 1 of 1) sorted by relevance
804 double fEliminate = 1.0; // used for the element, that will become zero in CalculateBSplines() local855 fEliminate = aMatN[r][0]; in CalculateBSplines()856 if (fEliminate != 0.0) // else accidentally zero, nothing to do in CalculateBSplines()860 aMatN[r][i-1] = aMatN[r][i] - fEliminate * aMatN[c][i]; in CalculateBSplines()863 aPointsIn[r].first -= fEliminate * aPointsIn[c].first; in CalculateBSplines()864 aPointsIn[r].second -= fEliminate * aPointsIn[c].second; in CalculateBSplines()882 fEliminate = aMatN[r][ cc - aShift[r] ]; in CalculateBSplines()883 if ( fEliminate != 0.0) // else element is accidentically zero, no action needed in CalculateBSplines()887 aPointsIn[r].first -= fEliminate * aPointsIn[cc].first; in CalculateBSplines()888 aPointsIn[r].second -= fEliminate * aPointsIn[cc].second; in CalculateBSplines()
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