Searched refs:triangleCount (Results 1 – 3 of 3) sorted by relevance
45 public RenderPatch(int triangleCount, float dimension, int tessellation) { in RenderPatch() argument51 if (triangleCount < 1) { in RenderPatch()57 externalPointCount = triangleCount + 2; in RenderPatch()61 if (triangleCount < 3) { in RenderPatch()65 externalPointCount = triangleCount; in RenderPatch()66 pointCount = triangleCount + 1; in RenderPatch()106 triangleCount * 3 /* indices per triangle */ * SHORT_SIZE); in RenderPatch()111 for (int i = 0; i < triangleCount; ++i) { in RenderPatch()118 for (int i = 0; i < triangleCount; ++i) { in RenderPatch()
53 final int triangleCount = (int)Math.round(trianlgeCountD * 1000.0); in initUnits() local56 (triangleCount + MAX_TRIANGLES_IN_PATCH - 1) / MAX_TRIANGLES_IN_PATCH; in initUnits()57 final int patchTriangleCount = triangleCount / patchCount; in initUnits()
206 const long triangleCount = longitudeCount * latitudeCount * 2; in createSuperShape() local207 const long vertices = triangleCount * 3; in createSuperShape()350 const long triangleCount = (yEnd - yBegin) * (xEnd - xBegin) * 2; in createGroundPlane() local351 const long vertices = triangleCount * 3; in createGroundPlane()