Lines Matching defs:y2
124 float y2 = 0.0f;
134 y2 = y1 + floorf(segment * stretchY + 0.5f);
136 y2 = y1 + segment * rescaleY;
139 float vOffset = y1 == y2 ? 0.0f : 0.5 - (0.5 * segment / (y2 - y1));
144 generateRow(xDivs, xCount, vertex, y1, y2, v1, v2, stretchX, rescaleX,
148 y1 = y2;
155 y2 = height;
156 generateRow(xDivs, xCount, vertex, y1, y2, v1, 1.0f, stretchX, rescaleX,
172 float y1, float y2, float v1, float v2, float stretchX, float rescaleX,
196 generateQuad(vertex, x1, y1, x2, y2, u1, v1, u2, v2, quadCount);
207 generateQuad(vertex, x1, y1, x2, y2, u1, v1, 1.0f, v2, quadCount);
211 void Patch::generateQuad(TextureVertex*& vertex, float x1, float y1, float x2, float y2,
219 if (y2 < 0.0f) y2 = 0.0f;
222 if ((mColors[oldQuadCount] == 0) || x1 >= x2 || y1 >= y2) {
226 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);
233 Rect bounds(x1, y1, x2, y2);
241 TextureVertex::set(vertex++, x1, y2, u1, v2);
242 TextureVertex::set(vertex++, x2, y2, u2, v2);
250 PATCH_LOGD(" right, bottom = %.2f, %.2f\t\tu2, v2 = %.8f, %.8f", x2, y2, u2, v2);