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Searched refs:texnum (Results 1 – 7 of 7) sorted by relevance

/external/quake/quake/src/QW/client/
Dgl_draw.c55 int texnum; member
74 int texnum; member
84 void GL_Bind (int texnum) in GL_Bind() argument
87 texnum = char_texture; in GL_Bind()
88 if (currenttexture == texnum) in GL_Bind()
90 currenttexture = texnum; in GL_Bind()
92 bindTexFunc (GL_TEXTURE_2D, texnum); in GL_Bind()
94 glBindTexture (GL_TEXTURE_2D, texnum); in GL_Bind()
124 int texnum; in Scrap_AllocBlock() local
126 for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++) in Scrap_AllocBlock()
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Dgl_rsurf.c1436 int texnum; in AllocBlock() local
1438 for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++) in AllocBlock()
1448 if (allocated[texnum][i+j] >= best) in AllocBlock()
1450 if (allocated[texnum][i+j] > best2) in AllocBlock()
1451 best2 = allocated[texnum][i+j]; in AllocBlock()
1464 allocated[texnum][*x + i] = best + h; in AllocBlock()
1466 return texnum; in AllocBlock()
Dglquake2.h190 void GL_Bind (int texnum);
Dglquake.h259 void GL_Bind (int texnum);
/external/quake/quake/src/WinQuake/
Dgl_draw.cpp42 int texnum; member
85 int texnum; member
390 void GL_Bind (int texnum) in GL_Bind() argument
393 texnum = char_texture; in GL_Bind()
394 if (currenttexture == texnum) in GL_Bind()
396 currenttexture = texnum; in GL_Bind()
398 bindTexFunc (GL_TEXTURE_2D, texnum); in GL_Bind()
402 textureStore::get()->bind(texnum); in GL_Bind()
404 glBindTexture(GL_TEXTURE_2D, texnum); in GL_Bind()
437 int texnum; in Scrap_AllocBlock() local
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Dgl_rsurf.cpp1505 int texnum; in AllocBlock() local
1507 for (texnum=0 ; texnum<MAX_LIGHTMAPS ; texnum++) in AllocBlock()
1517 if (allocated[texnum][i+j] >= best) in AllocBlock()
1519 if (allocated[texnum][i+j] > best2) in AllocBlock()
1520 best2 = allocated[texnum][i+j]; in AllocBlock()
1533 allocated[texnum][*x + i] = best + h; in AllocBlock()
1535 return texnum; in AllocBlock()
Dglquake.h247 void GL_Bind (int texnum);