Lines Matching defs:mesh

1214         // We must get (and therefore bind) the region mesh buffer
1217 TextureVertex* mesh = mCaches.getRegionMesh();
1239 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
1250 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
1251 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
1252 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
1253 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
1261 mesh = mCaches.getRegionMesh();
1348 void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1353 setupDrawIndexedVertices(&mesh[0].position[0]);
1359 mesh += (drawCount / 6) * 4;
1377 Vertex mesh[count * 4];
1378 Vertex* vertex = mesh;
1402 drawIndexedQuads(&mesh[0], count);
1598 // NOTE: We could use the region contour path to generate a smaller mesh
2218 ColorTextureVertex mesh[count];
2219 ColorTextureVertex* vertex = mesh;
2306 setupDrawMesh(&mesh[0].position[0], &mesh[0].texture[0], &mesh[0].color[0]);
2419 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(),
2422 return drawPatch(bitmap, mesh, entry, left, top, right, bottom, paint);
2425 status_t OpenGLRenderer::drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
2431 if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
2446 if (hasLayer() && mesh->hasEmptyQuads) {
2449 const size_t count = mesh->quads.size();
2451 const Rect& bounds = mesh->quads.itemAt(i);
2470 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2471 GL_TRIANGLES, mesh->indexCount, false, true,
2472 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2475 mode, texture->blend, (GLvoid*) mesh->offset, (GLvoid*) mesh->textureOffset,
2476 GL_TRIANGLES, mesh->indexCount, false, false,
2477 mCaches.patchCache.getMeshBuffer(), true, !mesh->hasEmptyQuads);
2962 // the mesh is generated with the inverse transform (in the case of scale,
2963 // the mesh is generated at 1.0 / scale for instance.) This allows us to
3094 } else if (layer->mesh) {
3118 TextureVertex* mesh = &layer->mesh[0];
3124 setupDrawMeshIndices(&mesh[0].position[0], &mesh[0].texture[0]);
3131 mesh += (drawCount / 6) * 4;
3346 Vertex mesh[count];
3347 Vertex* vertex = mesh;
3387 drawIndexedQuads(&mesh[0], count / 4);