Searched refs:mMaxNumberOfQuads (Results 1 – 4 of 4) sorted by relevance
332 mMaxNumberOfQuads = 1024; in FontState()559 uint32_t numIndicies = mMaxNumberOfQuads * 6; in initVertexArrayBuffers()568 for (uint32_t i = 0; i < mMaxNumberOfQuads; i ++) { in initVertexArrayBuffers()592 mMaxNumberOfQuads * 4, in initVertexArrayBuffers()696 if (mCurrentQuadIndex == mMaxNumberOfQuads) { in appendMeshQuad()
233 uint32_t mMaxNumberOfQuads; variable
321 mMaxNumberOfQuads = 1024; in FontRenderer()523 uint32_t numIndicies = mMaxNumberOfQuads * 6; in initVertexArrayBuffers()528 for (uint32_t i = 0; i < mMaxNumberOfQuads; i++) { in initVertexArrayBuffers()551 uint32_t vertexBufferSize = mMaxNumberOfQuads * vertsPerQuad * coordSize * uvSize; in initVertexArrayBuffers()659 if (mCurrentQuadIndex == mMaxNumberOfQuads) { in appendMeshQuad()
307 uint32_t mMaxNumberOfQuads; variable