Searched refs:mIndexCount (Results 1 – 3 of 3) sorted by relevance
37 , mIndexCount(0) in VertexBuffer()83 mIndexCount = indexCount; in allocIndices()130 unsigned int getIndexCount() const { return mIndexCount; } in getIndexCount()132 mIndexCount = std::min(newCount, mAllocatedIndexCount); in updateIndexCount()165 unsigned int mIndexCount; variable
559 int mIndexCount; field in Mesh.TriangleMeshBuilder603 mIndexCount = 0; in TriangleMeshBuilder()766 if ((mIndexCount + 3) >= mIndexData.length) { in addTriangle()771 mIndexData[mIndexCount++] = (short)idx1; in addTriangle()772 mIndexData[mIndexCount++] = (short)idx2; in addTriangle()773 mIndexData[mIndexCount++] = (short)idx3; in addTriangle()815 smb.addIndexSetType(Element.U16(mRS), mIndexCount, Primitive.TRIANGLE); in create() local824 sm.getIndexSetAllocation(0).copy1DRangeFromUnchecked(0, mIndexCount, mIndexData); in create()
107 private int mIndexCount; field in TestView.Grid132 mIndexCount = indexCount; in Grid()218 gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); in draw()