Searched refs:m_num_compressedTextureFormats (Results 1 – 4 of 4) sorted by relevance
61 &m_num_compressedTextureFormats); in getCompressedTextureFormats()62 if (m_num_compressedTextureFormats > 0) { in getCompressedTextureFormats()64 m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats]; in getCompressedTextureFormats()65 …this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureForma… in getCompressedTextureFormats()80 if (ctx->m_num_compressedTextureFormats > 0 && in s_glGetIntegerv()83 ctx->m_num_compressedTextureFormats * sizeof(GLint)); in s_glGetIntegerv()118 if (ctx->m_num_compressedTextureFormats > 0 && in s_glGetFloatv()120 for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) { in s_glGetFloatv()157 if (ctx->m_num_compressedTextureFormats > 0 && in s_glGetFixedv()159 for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) { in s_glGetFixedv()[all …]
54 GLint m_num_compressedTextureFormats; variable
51 m_num_compressedTextureFormats = 0; in GL2Encoder()258 if (ctx->m_num_compressedTextureFormats > 0 && in s_glGetIntegerv()261 ctx->m_num_compressedTextureFormats * sizeof(GLint)); in s_glGetIntegerv()335 if (ctx->m_num_compressedTextureFormats > 0 && in s_glGetFloatv()337 for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) { in s_glGetFloatv()383 if (ctx->m_num_compressedTextureFormats > 0 && in s_glGetBooleanv()385 for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) { in s_glGetBooleanv()669 &m_num_compressedTextureFormats); in getCompressedTextureFormats()670 if (m_num_compressedTextureFormats > 0) { in getCompressedTextureFormats()672 m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats]; in getCompressedTextureFormats()[all …]
53 GLint m_num_compressedTextureFormats; variable