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Lines Matching full:vertex

1124         Vertex mesh[quadCount * 4];
1125 Vertex* vertex = mesh;
1130 Vertex::set(vertex++, bounds.left, bounds.top);
1131 Vertex::set(vertex++, bounds.right, bounds.top);
1132 Vertex::set(vertex++, bounds.left, bounds.bottom);
1133 Vertex::set(vertex++, bounds.right, bounds.bottom);
1284 static void handlePoint(std::vector<Vertex>& rectangleVertices, const Matrix4& transform,
1286 Vertex v;
1293 static void handlePointNoTransform(std::vector<Vertex>& rectangleVertices, float x, float y) {
1294 Vertex v;
1302 std::vector<Vertex> rectangleVertices(quadCount * 4);
1331 Vertex* vertices = &rectangleVertices[0];
1588 ColorTextureVertex* vertex = &mesh[0];
1621 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1622 ColorTextureVertex::set(vertex++, vertices[ax], vertices[ay], u1, v2, colors[ax / 2]);
1623 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1625 ColorTextureVertex::set(vertex++, vertices[dx], vertices[dy], u2, v2, colors[dx / 2]);
1626 ColorTextureVertex::set(vertex++, vertices[bx], vertices[by], u1, v1, colors[bx / 2]);
1627 ColorTextureVertex::set(vertex++, vertices[cx], vertices[cy], u2, v1, colors[cx / 2]);
1788 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2251 // apply the full transform matrix at draw time in the vertex shader.
2546 Vertex mesh[count];
2547 Vertex* vertex = mesh;
2555 Vertex::set(vertex++, l, t);
2556 Vertex::set(vertex++, r, t);
2557 Vertex::set(vertex++, l, b);
2558 Vertex::set(vertex++, r, b);