/external/skia/src/gl/ |
D | SkGLDevice.cpp | 217 SkGLVertex vertex[4]; in drawPaint() local 218 const SkGLVertex* texs = shader.useTex() ? vertex : NULL; in drawPaint() 229 vertex->setRectFan(r); in drawPaint() 232 SkGL::DrawVertices(4, GL_TRIANGLE_FAN, vertex, texs, NULL, NULL, in drawPaint() 327 SkGLVertex vertex[10]; // max needed for all cases in drawRect() local 335 setStrokeRectStrip(vertex, rect, width); in drawRect() 339 vertex[0].setScalars(rect.fLeft, rect.fTop); in drawRect() 340 vertex[1].setScalars(rect.fRight, rect.fTop); in drawRect() 341 vertex[2].setScalars(rect.fRight, rect.fBottom); in drawRect() 342 vertex[3].setScalars(rect.fLeft, rect.fBottom); in drawRect() [all …]
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D | SkGL.cpp | 354 const SkGLVertex* SK_RESTRICT vertex, in DrawVertices() argument 359 SkASSERT(NULL != vertex); in DrawVertices() 379 glVertexPointer(2, SK_GLType, 0, vertex); in DrawVertices()
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D | SkGL.h | 272 const SkGLVertex* SK_RESTRICT vertex,
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/external/quake/quake/src/QW/client/ |
D | gl_rmain.c | 320 float vertex[3*256]; in GL_DrawAliasFrame() local 337 pVertex = vertex; in GL_DrawAliasFrame() 352 glVertexPointer(3, GL_FLOAT, 0, vertex); in GL_DrawAliasFrame()
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D | gl_draw.c | 1465 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad_NoTex() local 1467 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad_NoTex() 1476 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad() local 1479 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad()
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/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
D | d3drmobj.h | 386 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE; in DECLARE_INTERFACE_() 390 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE; in DECLARE_INTERFACE_() 394 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE; in DECLARE_INTERFACE_() 396 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE; in DECLARE_INTERFACE_()
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/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
D | D3DRMOBJ.H | 386 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE; in DECLARE_INTERFACE_() 390 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE; in DECLARE_INTERFACE_() 394 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE; in DECLARE_INTERFACE_() 396 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE; in DECLARE_INTERFACE_()
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/external/quake/quake/src/WinQuake/ |
D | gl_draw.cpp | 2059 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad_NoTex() local 2061 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad_NoTex() 2074 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad() local 2077 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad()
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D | gl_rmain.cpp | 890 float vertex[3*4] = { in R_PolyBlend() local 897 glVertexPointer( 3, GL_FLOAT, 0, vertex); in R_PolyBlend()
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/external/webkit/WebCore/ |
D | ChangeLog-2010-01-29 | 29024 and keeping track of the buffer size of each active vertex attrib.
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