Lines Matching defs:vertex
1291 Vertex* vertex = mesh;
1296 Vertex::set(vertex++, bounds->left, bounds->top);
1297 Vertex::set(vertex++, bounds->right, bounds->top);
1298 Vertex::set(vertex++, bounds->left, bounds->bottom);
1299 Vertex::set(vertex++, bounds->right, bounds->bottom);
2048 ColorTextureVertex* vertex = mesh.editArray();
2083 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2084 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2085 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2087 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2088 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2089 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2410 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2795 // apply the full transform matrix at draw time in the vertex shader.
3190 Vertex* vertex = mesh;
3198 Vertex::set(vertex++, l, t);
3199 Vertex::set(vertex++, r, t);
3200 Vertex::set(vertex++, l, b);
3201 Vertex::set(vertex++, r, b);