Searched refs:NUMBER_OF_POINTS_TO_DRAW (Results 1 – 1 of 1) sorted by relevance
57 #define NUMBER_OF_POINTS_TO_DRAW (TEXTURE_WIDTH * TEXTURE_HEIGHT) macro7074 gl.drawArrays(GL_POINTS, 0, NUMBER_OF_POINTS_TO_DRAW); in execute()7126 for (compare_result_index = 0; compare_result_index < NUMBER_OF_POINTS_TO_DRAW; in execute()8948 const GLuint compare_result_size = NUMBER_OF_POINTS_TO_DRAW * sizeof(GLint); in prepareSupportForNonRenderableTexture()9062 *buffer_data_size_ptr = NUMBER_OF_POINTS_TO_DRAW * NUMBER_OF_ELEMENTS_IN_VEC4 * sizeof(GLfloat); in calculateBufferDataSize()9066 *buffer_data_size_ptr = NUMBER_OF_POINTS_TO_DRAW * NUMBER_OF_ELEMENTS_IN_VEC4 * sizeof(GLint); in calculateBufferDataSize()9070 *buffer_data_size_ptr = NUMBER_OF_POINTS_TO_DRAW * NUMBER_OF_ELEMENTS_IN_VEC4 * sizeof(GLuint); in calculateBufferDataSize()9090 static const float texture_coordinates[7][NUMBER_OF_POINTS_TO_DRAW * 4] = { in getTexCoordinates()