Searched refs:winding (Results 1 – 5 of 5) sorted by relevance
651 GLint first, GLsizei count, int winding) in drawPrimitivesTriangleFanOrStrip() argument687 swap(((winding^=1) ? v1 : v0), v2); in drawPrimitivesTriangleFanOrStrip()694 if ((winding&2) == 0) { in drawPrimitivesTriangleFanOrStrip()861 GLsizei count, const GLvoid *indices, int winding) in drawIndexedPrimitivesTriangleFanOrStrip() argument887 vertex_t* & consumed = ((winding^=1) ? v1 : v0); in drawIndexedPrimitivesTriangleFanOrStrip()
829 const GLenum winding = (c->lerp.area() > 0) ? GL_CW : GL_CCW; in cull_triangle() local830 const GLenum face = (winding == c->cull.frontFace) ? GL_FRONT : GL_BACK; in cull_triangle()
60 <dd>Learn how to define shapes and why you need to know about faces and winding.</dd>
96 href="{@docRoot}guide/topics/graphics/opengl.html#faces-winding">OpenGL ES</a> developer guide.</p>
21 <li><a href="#faces-winding">Shape Faces and Winding</a></li>436 <h2 id="faces-winding">Shape Faces and Winding</h2>441 answer has to do with winding, or, the direction in which you define the points of a shape.</p>443 <img src="{@docRoot}images/opengl/ccw-winding.png">449 counterclockwise direction. The order in which these coordinates are drawn defines the winding