DegreesToRadians  421 Magick++/lib/Image.cpp         affine.sx=cos(DegreesToRadians(fmod(degrees_,360.0)));
DegreesToRadians  422 Magick++/lib/Image.cpp         affine.rx=sin(DegreesToRadians(fmod(degrees_,360.0)));
DegreesToRadians  423 Magick++/lib/Image.cpp         affine.ry=(-sin(DegreesToRadians(fmod(degrees_,360.0))));
DegreesToRadians  424 Magick++/lib/Image.cpp         affine.sy=cos(DegreesToRadians(fmod(degrees_,360.0)));
DegreesToRadians  691 Magick++/lib/Options.cpp   affine.sx=cos(DegreesToRadians(fmod(angle_,360.0)));
DegreesToRadians  692 Magick++/lib/Options.cpp   affine.rx=(-sin(DegreesToRadians(fmod(angle_,360.0))));
DegreesToRadians  693 Magick++/lib/Options.cpp   affine.ry=sin(DegreesToRadians(fmod(angle_,360.0)));
DegreesToRadians  694 Magick++/lib/Options.cpp   affine.sy=cos(DegreesToRadians(fmod(angle_,360.0)));
DegreesToRadians  740 Magick++/lib/Options.cpp   affine.ry=tan(DegreesToRadians(fmod(skewx_,360.0)));
DegreesToRadians  764 Magick++/lib/Options.cpp   affine.rx=tan(DegreesToRadians(fmod(skewy_,360.0)));
DegreesToRadians 1223 coders/svg.c                           affine.sx=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 1224 coders/svg.c                           affine.rx=sin(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 1225 coders/svg.c                           affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0))));
DegreesToRadians 1226 coders/svg.c                           affine.sy=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 1250 coders/svg.c                           affine.ry=tan(DegreesToRadians(fmod(
DegreesToRadians 1259 coders/svg.c                           affine.rx=tan(DegreesToRadians(fmod(
DegreesToRadians 1790 coders/svg.c                           affine.sx=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 1791 coders/svg.c                           affine.rx=sin(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 1792 coders/svg.c                           affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0))));
DegreesToRadians 1793 coders/svg.c                           affine.sy=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 1817 coders/svg.c                           affine.ry=tan(DegreesToRadians(fmod(
DegreesToRadians 1826 coders/svg.c                           affine.rx=tan(DegreesToRadians(fmod(
DegreesToRadians 4253 magick/draw.c    affine.sx=cos(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 4254 magick/draw.c    affine.rx=sin(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 4255 magick/draw.c    affine.ry=(-sin(DegreesToRadians(fmod(degrees,360.0))));
DegreesToRadians 4256 magick/draw.c    affine.sy=cos(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 4391 magick/draw.c    affine.ry=tan(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 4431 magick/draw.c    affine.rx=tan(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 2597 magick/effect.c     x=(long) (width*sin(DegreesToRadians(angle+90)));
DegreesToRadians 2598 magick/effect.c     y=(long) (width*cos(DegreesToRadians(angle+90)));
DegreesToRadians 3495 magick/effect.c   azimuth=DegreesToRadians(azimuth);
DegreesToRadians 3496 magick/effect.c   elevation=DegreesToRadians(elevation);
DegreesToRadians 1501 magick/fx.c      degrees=DegreesToRadians(degrees);
DegreesToRadians 2352 magick/render.c             affine.sx=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 2353 magick/render.c             affine.rx=sin(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 2354 magick/render.c             affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0))));
DegreesToRadians 2355 magick/render.c             affine.sy=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 2383 magick/render.c             affine.ry=tan(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 2390 magick/render.c             affine.rx=tan(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 4336 magick/render.c   cosine=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 4337 magick/render.c   sine=sin(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians 4376 magick/render.c     gamma=(8.0/3.0)*sin(fmod(0.5*beta,DegreesToRadians(360.0)))*
DegreesToRadians 4377 magick/render.c       sin(fmod(0.5*beta,DegreesToRadians(360.0)))/
DegreesToRadians 4378 magick/render.c       sin(fmod(beta,DegreesToRadians(360.0)));
DegreesToRadians 4380 magick/render.c       cos(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0)))-gamma*
DegreesToRadians 4381 magick/render.c       sin(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0)));
DegreesToRadians 4383 magick/render.c       sin(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0)))+gamma*
DegreesToRadians 4384 magick/render.c       cos(fmod(alpha+i*theta/arc_segments,DegreesToRadians(360.0)));
DegreesToRadians 4386 magick/render.c       cos(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0)));
DegreesToRadians 4388 magick/render.c       sin(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0)));
DegreesToRadians 4390 magick/render.c       sin(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0)));
DegreesToRadians 4392 magick/render.c       cos(fmod(alpha+(i+1)*theta/arc_segments,DegreesToRadians(360.0)));
DegreesToRadians 4552 magick/render.c   angle.x=DegreesToRadians(degrees.x);
DegreesToRadians 4556 magick/render.c   angle.y=DegreesToRadians(y);
DegreesToRadians 4559 magick/render.c     point.x=cos(fmod(angle.x,DegreesToRadians(360.0)))*stop.x+start.x;
DegreesToRadians 4560 magick/render.c     point.y=sin(fmod(angle.x,DegreesToRadians(360.0)))*stop.y+start.y;
DegreesToRadians 4564 magick/render.c   point.x=cos(fmod(angle.y,DegreesToRadians(360.0)))*stop.x+start.x;
DegreesToRadians 4565 magick/render.c   point.y=sin(fmod(angle.y,DegreesToRadians(360.0)))*stop.y+start.y;
DegreesToRadians 5370 magick/render.c               cos(fmod(theta.p+delta_theta,DegreesToRadians(360.0)));
DegreesToRadians 5372 magick/render.c               sin(fmod(theta.p+delta_theta,DegreesToRadians(360.0)));
DegreesToRadians 5439 magick/render.c               cos(fmod(theta.p+delta_theta,DegreesToRadians(360.0)));
DegreesToRadians 5441 magick/render.c               sin(fmod(theta.p+delta_theta,DegreesToRadians(360.0)));
DegreesToRadians 1452 magick/shear.c   shear.x=(-tan(DegreesToRadians(angle)/2.0));
DegreesToRadians 1453 magick/shear.c   shear.y=sin(DegreesToRadians(angle));
DegreesToRadians 1595 magick/shear.c   shear.x=(-tan(DegreesToRadians(x_shear)/2.0));
DegreesToRadians 1596 magick/shear.c   shear.y=sin(DegreesToRadians(y_shear));
DegreesToRadians 3985 wand/drawing_wand.c   affine.sx=cos(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 3986 wand/drawing_wand.c   affine.rx=sin(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 3987 wand/drawing_wand.c   affine.ry=(-sin(DegreesToRadians(fmod(degrees,360.0))));
DegreesToRadians 3988 wand/drawing_wand.c   affine.sy=cos(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 4114 wand/drawing_wand.c   affine.ry=tan(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians 4152 wand/drawing_wand.c   affine.rx=tan(DegreesToRadians(fmod(degrees,360.0)));
DegreesToRadians  527 wand/magick_wand.c   draw_info->affine.sx=cos(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians  528 wand/magick_wand.c   draw_info->affine.rx=sin(DegreesToRadians(fmod(angle,360.0)));
DegreesToRadians  529 wand/magick_wand.c   draw_info->affine.ry=(-sin(DegreesToRadians(fmod(angle,360.0))));
DegreesToRadians  530 wand/magick_wand.c   draw_info->affine.sy=cos(DegreesToRadians(fmod(angle,360.0)));