Searched refs:mMaxNumberOfQuads (Results 1 – 4 of 4) sorted by relevance
46 mMaxNumberOfQuads = 1024; in FontRenderer()280 uint32_t numIndices = mMaxNumberOfQuads * 6; in initVertexArrayBuffers()285 for (uint32_t i = 0; i < mMaxNumberOfQuads; i++) { in initVertexArrayBuffers()307 uint32_t vertexBufferSize = mMaxNumberOfQuads * vertsPerQuad * coordSize * uvSize; in initVertexArrayBuffers()444 if (mCurrentQuadIndex == mMaxNumberOfQuads) { in appendMeshQuad()463 if (mCurrentQuadIndex == mMaxNumberOfQuads) { in appendRotatedMeshQuad()
165 uint32_t mMaxNumberOfQuads; variable
333 mMaxNumberOfQuads = 1024; in FontState()577 uint32_t numIndicies = mMaxNumberOfQuads * 6; in initVertexArrayBuffers()586 for (uint32_t i = 0; i < mMaxNumberOfQuads; i ++) { in initVertexArrayBuffers()610 mMaxNumberOfQuads * 4, in initVertexArrayBuffers()716 if (mCurrentQuadIndex == mMaxNumberOfQuads) { in appendMeshQuad()
236 uint32_t mMaxNumberOfQuads; variable