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  /external/quake/quake/src/QW/docs/
glqwcl-readme.txt 117 If you clear this, glqwcl will remove colinear vertexes when it reloads the
  /external/quake/quake/src/QW/client/
gl_rmain.c 340 // normals and vertexes come from the frame list
374 // normals and vertexes come from the frame list
438 // normals and vertexes come from the frame list
gl_mesh.c 42 // all frames will have their vertexes rearranged and expanded
gl_model.h 383 mvertex_t *vertexes; member in struct:model_s
model.h 349 mvertex_t *vertexes; member in struct:model_s
r_aclip.c 242 // copy vertexes and fix seam texture coordinates
gl_model.c 558 loadmodel->vertexes = out;
722 v = &loadmodel->vertexes[loadmodel->edges[e].v[0]];
724 v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]];
1265 // a pose is a single set of vertexes. a frame may be
    [all...]
r_bsp.c 659 r_pcurrentvertbase = clmodel->vertexes;
  /external/quake/quake/src/QW/server/
model.c 488 loadmodel->vertexes = out;
650 v = &loadmodel->vertexes[loadmodel->edges[e].v[0]];
652 v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]];
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/
GeoMap.java 231 * @param scale Created vertexes are scaled by this vector
Terrain.java 195 * So if the terrain is 512 vertexes wide, then each texture coord will cover
  /external/opencv/cv/src/
cvmatchcontours.cpp 357 /*write to buffer the pointer to child vertexes*/
  /external/quake/quake/src/WinQuake/docs/
readme.glquake 137 If you clear this, glquake will remove colinear vertexes when it reloads the
  /external/quake/quake/src/WinQuake/
gl_mesh.cpp 42 // all frames will have their vertexes rearranged and expanded
gl_model.h 380 mvertex_t *vertexes; member in struct:model_s
gl_rmain.cpp 385 // normals and vertexes come from the frame list
415 // normals and vertexes come from the frame list
491 // normals and vertexes come from the frame list
527 // normals and vertexes come from the frame list
    [all...]
glqnotes.txt 146 If you clear this, glquake will remove colinear vertexes when it reloads the
model.h 332 mvertex_t *vertexes; member in struct:model_s
r_aclip.cpp 242 // copy vertexes and fix seam texture coordinates
gl_model.cpp 558 loadmodel->vertexes = out;
722 v = &loadmodel->vertexes[loadmodel->edges[e].v[0]];
724 v = &loadmodel->vertexes[loadmodel->edges[-e].v[1]];
1239 // a pose is a single set of vertexes. a frame may be
    [all...]
r_bsp.cpp 659 r_pcurrentvertbase = clmodel->vertexes;
  /external/quake/quake/src/WinQuake/kit/
README.TXT 146 If you clear this, glquake will remove colinear vertexes when it reloads the
  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 242 // Set attribute values that differ across vertexes, using a VertexFrame.
266 // Set attribute values that differ across vertexes, using a data buffer.
  /frameworks/base/media/tests/MediaDump/src/com/android/mediadump/
VideoDumpView.java 385 // Load the program, which is the basics rules to draw the vertexes and textures.
393 // Load the vertexes coordinates. Simple here since it only draw a rectangle
  /external/chromium/chrome/browser/ui/views/bubble/
bubble_border.cc 405 * ??????? ???? |shift_x| (offset from tip to vertexes of isosceles triangle)

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