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  /external/dropbear/libtomcrypt/src/encauth/ocb/
ocb_init.c 24 } polys[] = { variable in typeref:struct:__anon1614
61 /* determine which polys to use */
63 for (poly = 0; poly < (int)(sizeof(polys)/sizeof(polys[0])); poly++) {
64 if (polys[poly].len == ocb->block_len) {
68 if (polys[poly].len != ocb->block_len) {
102 ocb->Ls[x][y] ^= polys[poly].poly_mul[y];
118 ocb->Lr[x] ^= polys[poly].poly_div[x];
  /external/dropbear/libtomcrypt/src/mac/pmac/
pmac_init.c 24 } polys[] = { variable in typeref:struct:__anon1639
59 /* determine which polys to use */
61 for (poly = 0; poly < (int)(sizeof(polys)/sizeof(polys[0])); poly++) {
62 if (polys[poly].len == pmac->block_len) {
66 if (polys[poly].len != pmac->block_len) {
105 pmac->Ls[x][y] ^= polys[poly].poly_mul[y];
121 pmac->Lr[x] ^= polys[poly].poly_div[x];
  /external/quake/quake/src/QW/client/
gl_rsurf.c 330 p = s->polys;
396 p = s->polys;
435 p = s->polys;
470 p = s->polys;
539 p = s->polys;
577 p = s->polys;
812 DrawGLWaterPoly (fa->polys);
814 DrawGLPoly (fa->polys);
818 fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
819 lightmap_polys[fa->lightmaptexturenum] = fa->polys;
    [all...]
gl_warp.c 124 poly->next = warpface->polys;
125 warpface->polys = poly;
201 for (p=fa->polys ; p ; p=p->next)
243 for (p=fa->polys ; p ; p=p->next)
913 for (p=fa->polys ; p ; p=p->next)
gl_model.h 143 glpoly_t *polys; // multiple if warped member in struct:msurface_s
r_edge.c 27 the complex cases add new polys on most lines, so dont optimize for keeping them the same
  /external/quake/quake/src/WinQuake/
gl_rsurf.cpp 327 p = s->polys;
392 p = s->polys;
431 p = s->polys;
481 p = s->polys;
561 p = s->polys;
620 p = s->polys;
880 DrawGLWaterPoly (fa->polys);
882 DrawGLPoly (fa->polys);
886 fa->polys->chain = lightmap_polys[fa->lightmaptexturenum];
887 lightmap_polys[fa->lightmaptexturenum] = fa->polys;
    [all...]
gl_warp.cpp 124 poly->next = warpface->polys;
125 warpface->polys = poly;
202 for (p=fa->polys ; p ; p=p->next)
264 for (p=fa->polys ; p ; p=p->next)
962 for (p=fa->polys ; p ; p=p->next)
gl_model.h 139 glpoly_t *polys; // multiple if warped member in struct:msurface_s
r_edge.cpp 27 the complex cases add new polys on most lines, so dont optimize for keeping them the same
WinQuake.ncb     [all...]

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