Lines Matching defs:y1
154 float y1 = 0.0f;
163 y2 = y1 + floorf(segment * stretchY + 0.5f);
165 y2 = y1 + segment;
168 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
174 y1 += i * EXPLODE_GAP;
177 generateRow(vertex, y1, y2, v1, v2, stretchX, right - left,
184 y1 = y2;
193 y1 += mYCount * EXPLODE_GAP;
196 generateRow(vertex, y1, y2, v1, 1.0f, stretchX, right - left, bitmapWidth, quadCount);
214 void Patch::generateRow(TextureVertex*& vertex, float y1, float y2, float v1, float v2,
242 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
260 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
264 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
273 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1);
282 Rect bounds(x1, y1, x2, y2);
288 TextureVertex::set(vertex++, x1, y1, u1, v1);
289 TextureVertex::set(vertex++, x2, y1, u2, v1);
294 TextureVertex::set(vertex++, x2, y1, u2, v1);
302 PATCH_LOGD(" left, top = %.2f, %.2f\t\tu1, v1 = %.4f, %.4f", x1, y1, u1, v1);