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Searched refs:polys (Results 1 – 12 of 12) sorted by relevance

/external/dropbear/libtomcrypt/src/mac/pmac/
Dpmac_init.c24 } polys[] = { variable
61 for (poly = 0; poly < (int)(sizeof(polys)/sizeof(polys[0])); poly++) { in pmac_init()
62 if (polys[poly].len == pmac->block_len) { in pmac_init()
66 if (polys[poly].len != pmac->block_len) { in pmac_init()
105 pmac->Ls[x][y] ^= polys[poly].poly_mul[y]; in pmac_init()
121 pmac->Lr[x] ^= polys[poly].poly_div[x]; in pmac_init()
/external/dropbear/libtomcrypt/src/encauth/ocb/
Docb_init.c24 } polys[] = { variable
63 for (poly = 0; poly < (int)(sizeof(polys)/sizeof(polys[0])); poly++) { in ocb_init()
64 if (polys[poly].len == ocb->block_len) { in ocb_init()
68 if (polys[poly].len != ocb->block_len) { in ocb_init()
102 ocb->Ls[x][y] ^= polys[poly].poly_mul[y]; in ocb_init()
118 ocb->Lr[x] ^= polys[poly].poly_div[x]; in ocb_init()
/external/quake/quake/src/QW/client/
Dgl_rsurf.c330 p = s->polys; in R_DrawSequentialPoly()
396 p = s->polys; in R_DrawSequentialPoly()
435 p = s->polys; in R_DrawSequentialPoly()
470 p = s->polys; in R_DrawSequentialPoly()
539 p = s->polys; in R_DrawSequentialPoly()
577 p = s->polys; in R_DrawSequentialPoly()
812 DrawGLWaterPoly (fa->polys); in R_RenderBrushPoly()
814 DrawGLPoly (fa->polys); in R_RenderBrushPoly()
818 fa->polys->chain = lightmap_polys[fa->lightmaptexturenum]; in R_RenderBrushPoly()
819 lightmap_polys[fa->lightmaptexturenum] = fa->polys; in R_RenderBrushPoly()
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Dgl_warp.c124 poly->next = warpface->polys; in SubdividePolygon()
125 warpface->polys = poly; in SubdividePolygon()
201 for (p=fa->polys ; p ; p=p->next) in EmitWaterPolys()
243 for (p=fa->polys ; p ; p=p->next) in EmitSkyPolys()
913 for (p=fa->polys ; p ; p=p->next) in R_DrawSkyChain()
Dgl_model.h143 glpoly_t *polys; // multiple if warped member
Dr_edge.c27 the complex cases add new polys on most lines, so dont optimize for keeping them the same
/external/quake/quake/src/WinQuake/
Dgl_rsurf.cpp327 p = s->polys;
392 p = s->polys;
431 p = s->polys; in R_DrawSequentialPoly()
481 p = s->polys; in R_DrawSequentialPoly()
561 p = s->polys; in R_DrawSequentialPoly()
620 p = s->polys; in R_DrawSequentialPoly()
880 DrawGLWaterPoly (fa->polys); in R_RenderBrushPoly()
882 DrawGLPoly (fa->polys); in R_RenderBrushPoly()
886 fa->polys->chain = lightmap_polys[fa->lightmaptexturenum]; in R_RenderBrushPoly()
887 lightmap_polys[fa->lightmaptexturenum] = fa->polys; in R_RenderBrushPoly()
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Dgl_warp.cpp124 poly->next = warpface->polys; in SubdividePolygon()
125 warpface->polys = poly; in SubdividePolygon()
202 for (p=fa->polys ; p ; p=p->next) in EmitWaterPolys()
264 for (p=fa->polys ; p ; p=p->next) in EmitSkyPolys()
962 for (p=fa->polys ; p ; p=p->next) in R_DrawSkyChain()
Dgl_model.h139 glpoly_t *polys; // multiple if warped member
Dr_edge.cpp27 the complex cases add new polys on most lines, so dont optimize for keeping them the same
DWinQuake.ncb1244 …s�msurface_s::extents�msurface_s::light_s�msurface_s::light_t�msurface_s::polys�glpoly_t *�msurfac…
/external/webkit/WebCore/
DChangeLog-2003-10-2510176 code that understands how to draw more complex polys when