float a = ey*fz - ez*fy;
float b = ez*fx - ex*fz;
- float dzdx = FABSF(a * inv_det);
- float dzdy = FABSF(b * inv_det);
+ float dzdx = fabsf(a * inv_det);
+ float dzdy = fabsf(b * inv_det);
float zoffset = offset->units + MAX2(dzdx, dzdy) * offset->scale;
float *pos2 = v2->data[pos];
float *pos3 = v3->data[pos];
- const float dx = FABSF(pos0[0] - pos2[0]);
- const float dy = FABSF(pos0[1] - pos2[1]);
+ const float dx = fabsf(pos0[0] - pos2[0]);
+ const float dy = fabsf(pos0[1] - pos2[1]);
/* small tweak to meet GL specification */
const float bias = 0.125f;