Searched refs:texnum (Results 1 – 7 of 7) sorted by relevance
55 int texnum; member74 int texnum; member84 void GL_Bind (int texnum) in GL_Bind() argument87 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() local126 for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++) in Scrap_AllocBlock()[all …]
1436 int texnum; in AllocBlock() local1438 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()
190 void GL_Bind (int texnum);
259 void GL_Bind (int texnum);
42 int texnum; member85 int texnum; member390 void GL_Bind (int texnum) in GL_Bind() argument393 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[all …]
1505 int texnum; in AllocBlock() local1507 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()
247 void GL_Bind (int texnum);