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Lines Matching refs:quad

177 void QuadRenderer::render (const Quad& quad) const
181 quad.posA.x(), quad.posA.y(), quad.depth[0], 1.0f,
182 quad.posA.x(), quad.posB.y(), quad.depth[1], 1.0f,
183 quad.posB.x(), quad.posA.y(), quad.depth[2], 1.0f,
184 quad.posB.x(), quad.posB.y(), quad.depth[3], 1.0f
189 DE_STATIC_ASSERT(sizeof(quad.color) == sizeof(float)*4*4);
190 DE_STATIC_ASSERT(sizeof(quad.color1) == sizeof(float)*4*4);
195 vertexArrays.push_back(glu::va::Float(m_colorLoc, 4, 4, 0, (const float*)&quad.color[0]));
198 vertexArrays.push_back(glu::va::Float(m_color1Loc, 4, 4, 0, (const float*)&quad.color1[0]));
226 const IntegerQuad& quad,
229 bool flipX = quad.posA.x() > quad.posB.x();
230 bool flipY = quad.posA.y() > quad.posB.y();
232 int xFirst = flipX ? quad.posB.x() : quad.posA.x();
233 int xLast = flipX ? quad.posA.x() : quad.posB.x();
234 int yFirst = flipY ? quad.posB.y() : quad.posA.y();
235 int yLast = flipY ? quad.posA.y() : quad.posB.y();
253 tcu::Vec4 color = triQuadInterpolate(quad.color, xRatio, yRatio);
254 tcu::Vec4 color1 = triQuadInterpolate(quad.color1, xRatio, yRatio);
255 float depth = triQuadInterpolate(quad.depth, xRatio, yRatio);