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Searched refs:vertex (Results 1 – 10 of 10) sorted by relevance

/external/skia/src/gl/
DSkGLDevice.cpp217 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 …]
DSkGL.cpp354 const SkGLVertex* SK_RESTRICT vertex, in DrawVertices() argument
359 SkASSERT(NULL != vertex); in DrawVertices()
379 glVertexPointer(2, SK_GLType, 0, vertex); in DrawVertices()
DSkGL.h272 const SkGLVertex* SK_RESTRICT vertex,
/external/quake/quake/src/QW/client/
Dgl_rmain.c320 float vertex[3*256]; in GL_DrawAliasFrame() local
337 pVertex = vertex; in GL_DrawAliasFrame()
352 glVertexPointer(3, GL_FLOAT, 0, vertex); in GL_DrawAliasFrame()
Dgl_draw.c1465 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()
/external/quake/quake/src/QW/dxsdk/sdk/inc/
Dd3drmobj.h386 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_()
/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
DD3DRMOBJ.H386 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_()
/external/quake/quake/src/WinQuake/
Dgl_draw.cpp2059 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()
Dgl_rmain.cpp890 float vertex[3*4] = { in R_PolyBlend() local
897 glVertexPointer( 3, GL_FLOAT, 0, vertex); in R_PolyBlend()
/external/webkit/WebCore/
DChangeLog-2010-01-2929024 and keeping track of the buffer size of each active vertex attrib.