Searched refs:pMesh (Results 1 – 7 of 7) sorted by relevance
250 if(!m_Scene.pMesh[0].pInterleaved) in LoadVbos()271 SPODMesh& Mesh = m_Scene.pMesh[i]; in LoadVbos()619 SPODMesh* pMesh = &m_Scene.pMesh[i32MeshIndex]; in DrawMesh() local627 …glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.… in DrawMesh()628 …glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormal… in DrawMesh()629 …glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW… in DrawMesh()638 if(pMesh->nNumStrips == 0) in DrawMesh()643 glDrawElements(GL_TRIANGLES, pMesh->nNumFaces*3, GL_UNSIGNED_SHORT, 0); in DrawMesh()648 glDrawArrays(GL_TRIANGLES, 0, pMesh->nNumFaces*3); in DrawMesh()655 for(int i = 0; i < (int)pMesh->nNumStrips; ++i) in DrawMesh()[all …]
132 SMesh * const pMesh,215 const SMesh * const pMesh);239 SMesh * const pMesh,543 SMesh * const pMesh, in SplitMesh() argument554 pTmp = pMesh->ppVtx[i]; // Keep a record of the old vtx that's already here in SplitMesh()556 pMesh->ppVtx[i] = ppVtx[i]; // Move the new vtx into place in SplitMesh()560 ppVtx[i]->ppMeshPos = &pMesh->ppVtx[i]; // Tell the new vtx where it is now in SplitMesh()562 _ASSERT(pMesh->ppVtx[i]->nTriNumFree); in SplitMesh()566 sNew.ppVtx = pMesh->ppVtx; in SplitMesh()569 pMesh->ppVtx = &pMesh->ppVtx[nVtxNum]; in SplitMesh()[all …]
1045 if(!WriteData32(pFile, ePODFileMeshNumVtx, &s.pMesh[i].nNumVertex)) return false; in WritePOD()1046 if(!WriteData32(pFile, ePODFileMeshNumFaces, &s.pMesh[i].nNumFaces)) return false; in WritePOD()1047 if(!WriteData32(pFile, ePODFileMeshNumUVW, &s.pMesh[i].nNumUVW)) return false; in WritePOD()1048 …if(!WriteData32(pFile, ePODFileMeshStripLength, s.pMesh[i].pnStripLength, s.pMesh[i].nNumStrips))… in WritePOD()1049 if(!WriteData32(pFile, ePODFileMeshNumStrips, &s.pMesh[i].nNumStrips)) return false; in WritePOD()1050 if(!WriteInterleaved(pFile, s.pMesh[i])) return false; in WritePOD()1051 …if(!WriteData32(pFile, ePODFileMeshBoneBatchBoneMax,&s.pMesh[i].sBoneBatches.nBatchBoneMax)) retur… in WritePOD()1052 …if(!WriteData32(pFile, ePODFileMeshBoneBatchCnt, &s.pMesh[i].sBoneBatches.nBatchCnt)) return false; in WritePOD()1053 …(pFile, ePODFileMeshBoneBatches, s.pMesh[i].sBoneBatches.pnBatches, s.pMesh[i].sBoneBatches.nBatc… in WritePOD()1054 …(!WriteData32(pFile, ePODFileMeshBoneBatchBoneCnts, s.pMesh[i].sBoneBatches.pnBatchBoneCnt, s.pMes… in WritePOD()[all …]
280 …SPODMesh *pMesh; /*!< Mesh array. Meshes may be instanced several times in a scene; i.e. mult… member
348 SPODMesh& Mesh = m_Mask.pMesh[i]; in LoadVbos()827 SPODMesh* pMesh = &m_Mask.pMesh[i32MeshIndex]; in DrawMesh() local840 …glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.… in DrawMesh()841 …glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormal… in DrawMesh()842 …glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW… in DrawMesh()845 glDrawElements(GL_TRIANGLES, pMesh->nNumFaces*3, GL_UNSIGNED_SHORT, 0); in DrawMesh()
360 SPODMesh& Mesh = m_Scene.pMesh[i]; in LoadVbos()689 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx]; in RenderScene()775 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx]; in DrawSkinnedMesh()
META-INF/MANIFEST.MF META-INF/ECLIPSEF.SF META-INF/ECLIPSEF ...