Searched refs:mCurrentValue (Results 1 – 6 of 6) sorted by relevance
59 mCurrentValue[i][0] = std::numeric_limits<float>::quiet_NaN(); in VertexDataManager()60 mCurrentValue[i][1] = std::numeric_limits<float>::quiet_NaN(); in VertexDataManager()61 mCurrentValue[i][2] = std::numeric_limits<float>::quiet_NaN(); in VertexDataManager()62 mCurrentValue[i][3] = std::numeric_limits<float>::quiet_NaN(); in VertexDataManager()252 if (mCurrentValue[i][0] != attribs[i].mCurrentValue[0] || in prepareVertexData()253 mCurrentValue[i][1] != attribs[i].mCurrentValue[1] || in prepareVertexData()254 mCurrentValue[i][2] != attribs[i].mCurrentValue[2] || in prepareVertexData()255 mCurrentValue[i][3] != attribs[i].mCurrentValue[3]) in prepareVertexData()264 … if (!buffer->storeRawData(attribs[i].mCurrentValue, requiredSpace, &streamOffset)) in prepareVertexData()269 mCurrentValue[i][0] = attribs[i].mCurrentValue[0]; in prepareVertexData()[all …]
58 float mCurrentValue[gl::MAX_VERTEX_ATTRIBS][4]; variable
51 private float mCurrentValue = 0.0f; field in GameOverActivity.IncrementingTextView85 if (mCurrentValue < mTargetValue) { in onDraw()86 mCurrentValue += mIncrement; in onDraw()87 mCurrentValue = Math.min(mCurrentValue, mTargetValue); in onDraw()90 value = mCurrentValue + "%"; in onDraw()92 float seconds = mCurrentValue; in onDraw()105 value = mCurrentValue + ""; in onDraw()
78 mCurrentValue[0] = 0.0f; in VertexAttribute()79 mCurrentValue[1] = 0.0f; in VertexAttribute()80 mCurrentValue[2] = 0.0f; in VertexAttribute()81 mCurrentValue[3] = 1.0f; in VertexAttribute()118 float mCurrentValue[4]; // From glVertexAttrib variable
2506 mState.vertexAttribute[index].mCurrentValue[0] = values[0]; in setVertexAttrib()2507 mState.vertexAttribute[index].mCurrentValue[1] = values[1]; in setVertexAttrib()2508 mState.vertexAttribute[index].mCurrentValue[2] = values[2]; in setVertexAttrib()2509 mState.vertexAttribute[index].mCurrentValue[3] = values[3]; in setVertexAttrib()
4244 params[i] = attribState.mCurrentValue[i]; in glGetVertexAttribfv()4300 float currentValue = attribState.mCurrentValue[i]; in glGetVertexAttribiv()