Searched refs:REGION_MESH_QUAD_COUNT (Results 1 – 3 of 3) sorted by relevance
213 mRegionMesh = new TextureVertex[REGION_MESH_QUAD_COUNT * 4]; in getRegionMesh()215 uint16_t* regionIndices = new uint16_t[REGION_MESH_QUAD_COUNT * 6]; in getRegionMesh()216 for (int i = 0; i < REGION_MESH_QUAD_COUNT; i++) { in getRegionMesh()229 glBufferData(GL_ELEMENT_ARRAY_BUFFER, REGION_MESH_QUAD_COUNT * 6 * sizeof(uint16_t), in getRegionMesh()
49 #define REGION_MESH_QUAD_COUNT 512 macro
785 if (numQuads >= REGION_MESH_QUAD_COUNT) { in composeLayerRegion()