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Lines Matching full:case

322         case GL_SHORT:
323 case GL_UNSIGNED_SHORT:
326 case GL_FLOAT:
327 case GL_FIXED:
410 case GL_POINTS: prim_count = total; break;
411 case GL_LINE_STRIP: prim_count = total - 1; break;
412 case GL_LINE_LOOP: prim_count = total - 1; break;
413 case GL_LINES: prim_count = total / 2; break;
414 case GL_TRIANGLE_STRIP: prim_count = total - 2; break;
415 case GL_TRIANGLE_FAN: prim_count = total - 2; break;
416 case GL_TRIANGLES: prim_count = total / 3; break;
438 case GL_COLOR_ARRAY: a = &c->arrays.color; break;
439 case GL_NORMAL_ARRAY: a = &c->arrays.normal; break;
440 case GL_TEXTURE_COORD_ARRAY: a = &c->arrays.texture[tmu]; break;
441 case GL_VERTEX_ARRAY: a = &c->arrays.vertex; break;
919 // This case is probably our most common case...
1105 case GL_POINTS:
1108 case GL_LINES:
1109 case GL_LINE_LOOP:
1110 case GL_LINE_STRIP:
1222 case 0: c->arrays.clipVertex = clipVertex; break;
1223 case 1: c->arrays.clipVertex = clipVertexC; break;
1224 case 2: c->arrays.clipVertex = clipVertexT; break;
1225 case 3: c->arrays.clipVertex = clipVertexAll; break;
1253 case GL_BYTE:
1254 case GL_SHORT:
1255 case GL_FIXED:
1256 case GL_FLOAT:
1274 case GL_UNSIGNED_BYTE:
1275 case GL_FIXED:
1276 case GL_FLOAT:
1294 case GL_BYTE:
1295 case GL_SHORT:
1296 case GL_FIXED:
1297 case GL_FLOAT:
1315 case GL_BYTE:
1316 case GL_SHORT:
1317 case GL_FIXED:
1318 case GL_FLOAT:
1358 case GL_POINTS:
1359 case GL_LINE_STRIP:
1360 case GL_LINE_LOOP:
1361 case GL_LINES:
1362 case GL_TRIANGLE_STRIP:
1363 case GL_TRIANGLE_FAN:
1364 case GL_TRIANGLES:
1403 case GL_POINTS:
1404 case GL_LINE_STRIP:
1405 case GL_LINE_LOOP:
1406 case GL_LINES:
1407 case GL_TRIANGLE_STRIP:
1408 case GL_TRIANGLE_FAN:
1409 case GL_TRIANGLES:
1416 case GL_UNSIGNED_BYTE:
1417 case GL_UNSIGNED_SHORT: