Lines Matching refs:vertex
1348 void OpenGLRenderer::drawIndexedQuads(Vertex* mesh, GLsizei quadsCount) {
1377 Vertex mesh[count * 4];
1378 Vertex* vertex = mesh;
1383 Vertex::set(vertex++, bounds->left, bounds->top);
1384 Vertex::set(vertex++, bounds->right, bounds->top);
1385 Vertex::set(vertex++, bounds->left, bounds->bottom);
1386 Vertex::set(vertex++, bounds->right, bounds->bottom);
2168 // to the vertex shader. The save/restore is a bit overkill.
2219 ColorTextureVertex* vertex = mesh;
2253 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2254 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
2255 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2257 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
2258 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
2259 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
2583 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2964 // apply the full transform matrix at draw time in the vertex shader.
3346 Vertex mesh[count];
3347 Vertex* vertex = mesh;
3355 Vertex::set(vertex++, l, t);
3356 Vertex::set(vertex++, r, t);
3357 Vertex::set(vertex++, l, b);
3358 Vertex::set(vertex++, r, b);