max_warp 165 src/mesh/CylinderMesh.cpp float max_warp = lower_radius * tan(warp_angle); max_warp 183 src/mesh/CylinderMesh.cpp -0.5 - 2 * (1 + proportion) * max_warp; max_warp 188 src/mesh/CylinderMesh.cpp -0.5 + 2 * proportion * max_warp; max_warp 193 src/mesh/CylinderMesh.cpp -0.5 + 2 * proportion * max_warp; max_warp 198 src/mesh/CylinderMesh.cpp -0.5 + 2 * (1.0 - proportion) * max_warp;