/external/skia/src/gl/ |
H A D | SkGLDevice.cpp | 217 SkGLVertex vertex[4]; local 218 const SkGLVertex* texs = shader.useTex() ? vertex : NULL; 229 vertex->setRectFan(r); 232 SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, 327 SkGLVertex vertex[10]; // max needed for all cases local 335 setStrokeRectStrip(vertex, rect, width); 339 vertex[0].setScalars(rect.fLeft, rect.fTop); 340 vertex[1].setScalars(rect.fRight, rect.fTop); 341 vertex[2].setScalars(rect.fRight, rect.fBottom); 342 vertex[ [all...] |
H A D | SkGL.cpp | 354 const SkGLVertex* SK_RESTRICT vertex, 359 SkASSERT(NULL != vertex); 379 glVertexPointer(2, SK_GLType, 0, vertex); 353 DrawVertices(int count, GLenum mode, const SkGLVertex* SK_RESTRICT vertex, const SkGLVertex* SK_RESTRICT texCoords, const uint8_t* SK_RESTRICT colorArray, const uint16_t* SK_RESTRICT indexArray, SkGLClipIter* iter) argument
|
H A D | SkGL.h | 100 // text has its own vertex class, since it may want to be in fixed point (given) 272 const SkGLVertex* SK_RESTRICT vertex,
|
/external/quake/quake/src/QW/client/ |
H A D | gl_draw.c | 1465 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; local 1467 glVertexPointer( 2, GL_FLOAT, 0, vertex); 1476 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; local 1479 glVertexPointer( 2, GL_FLOAT, 0, vertex);
|
H A D | gl_rmain.c | 311 // get the vertex count and primitive type 320 float vertex[3*256]; local 337 pVertex = vertex; 352 glVertexPointer(3, GL_FLOAT, 0, vertex); 413 // get the vertex count and primitive type
|
/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
H A D | d3drmobj.h | 386 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;
390 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;
394 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;
396 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;
|
/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
H A D | D3DRMOBJ.H | 386 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE;
390 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE;
394 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE;
396 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE;
|
/external/quake/quake/src/WinQuake/ |
H A D | gl_draw.cpp | 2059 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; local 2061 glVertexPointer( 2, GL_FLOAT, 0, vertex); 2074 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; local 2077 glVertexPointer( 2, GL_FLOAT, 0, vertex);
|
H A D | gl_rmain.cpp | 348 // get the vertex count and primitive type 464 // get the vertex count and primitive type 890 float vertex[3*4] = { local 897 glVertexPointer( 3, GL_FLOAT, 0, vertex);
|