Searched refs:uiTex (Results 1 – 3 of 3) sorted by relevance
456 for(unsigned int uiTex = 0; uiTex < m_Textures.GetSize(); ++uiTex) in Activate() local458 uiTextureId = m_Textures[uiTex].ui; in Activate()463 glActiveTexture(GL_TEXTURE0 + m_Textures[uiTex].unit); in Activate()466 eTarget = (m_Textures[uiTex].flags & PVRTEX_CUBEMAP ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D); in Activate()
581 GLuint uiTex = 0; in RenderScene() local584 uiTex = m_puiTextureIDs[Node.nIdxMaterial]; in RenderScene()586 glBindTexture(GL_TEXTURE_2D, uiTex); in RenderScene()
2594 for(unsigned int uiTex = 0; uiTex < effect.Textures.GetSize(); ++uiTex) in ParseEffect() local2596 unsigned int uiTexUnit = effect.Textures[uiTex].nNumber; in ParseEffect()2597 const CPVRTStringHash& texName = effect.Textures[uiTex].Name; in ParseEffect()