Searched refs:mCurrentQuad (Results 1 – 2 of 2) sorted by relevance
128 uint32_t meshElementCount() const { return mCurrentQuad * 6; } in meshElementCount()132 void resetMesh() { mCurrentQuad = 0; } in resetMesh()137 TextureVertex* mesh = mMesh + mCurrentQuad * 4; in addQuad()142 mCurrentQuad++; in addQuad()145 bool canDraw() const { return mCurrentQuad > 0; } in canDraw()147 bool endOfMesh() const { return mCurrentQuad == mMaxQuadCount; } in endOfMesh()162 uint32_t mCurrentQuad = 0; variable
146 mCurrentQuad = 0; in reset()168 mCurrentQuad = 0; in releasePixelBuffer()