Searched refs:numToSpawn (Results 1 – 1 of 1) sorted by relevance
88 int numToSpawn = sk_float_round2int(desired); in update() local89 fSpawnRemainder = desired - numToSpawn; in update()90 numToSpawn = SkTPin(numToSpawn, 0, fParams->fMaxCount - fCount); in update()91 if (numToSpawn) { in update()94 for (int i = 0; i < numToSpawn; ++i) { in update()112 affector->apply(updateParams, fParticles + spawnBase, numToSpawn); in update()