Searched refs:kMaxNumberOfQuads (Results 1 – 5 of 5) sorted by relevance
40 uint16_t regionIndices[kMaxNumberOfQuads * 6]; in MeshState()41 for (uint32_t i = 0; i < kMaxNumberOfQuads; i++) { in MeshState()
31 const uint32_t kMaxNumberOfQuads = 2048; variable
323 GLsizei drawCount = MathUtils::min(elementsCount, (GLsizei) kMaxNumberOfQuads * 6); in render()
319 mRegionMesh.reset(new TextureVertex[kMaxNumberOfQuads * 4]); in getRegionMesh()
386 CacheTexture* cacheTexture = new CacheTexture(width, height, format, kMaxNumberOfQuads); in createCacheTexture()