Searched refs:mCurrentQuadIndex (Results 1 – 2 of 2) sorted by relevance
336 mCurrentQuadIndex = 0; in FontState()403 if (mCurrentQuadIndex != 0) { in flushAllAndInvalidate()405 mCurrentQuadIndex = 0; in flushAllAndInvalidate()661 mMesh->renderPrimitiveRange(mRSC, 0, 0, mCurrentQuadIndex * 6); in issueDrawCommand()674 float *currentPos = mTextMeshPtr + mCurrentQuadIndex * vertsPerQuad * floatsPerVert; in appendMeshQuad()713 mCurrentQuadIndex ++; in appendMeshQuad()715 if (mCurrentQuadIndex == mMaxNumberOfQuads) { in appendMeshQuad()717 mCurrentQuadIndex = 0; in appendMeshQuad()777 if (mCurrentQuadIndex != 0) { in renderText()779 mCurrentQuadIndex = 0; in renderText()
234 uint32_t mCurrentQuadIndex; variable