Searched refs:IS_GL_VERTEX (Results 1 – 10 of 10) sorted by relevance
320 if (!(vert->index & IS_GL_VERTEX)) in CopyGLVerts()366 if (SrcSeg->start->index & IS_GL_VERTEX) in CopySegs()368 li->v1 = &GLVertexes[SrcSeg->start->index & ~IS_GL_VERTEX]; in CopySegs()374 if (SrcSeg->end->index & IS_GL_VERTEX) in CopySegs()376 li->v2 = &GLVertexes[SrcSeg->end->index & ~IS_GL_VERTEX]; in CopySegs()
729 if ((do_gl ? 1 : 0) != ((vert->index & IS_GL_VERTEX) ? 1 : 0)) in PutVertices()771 if (! (vert->index & IS_GL_VERTEX)) in PutV2Vertices()919 if (v->index & IS_GL_VERTEX) in VertexIndex16Bit()920 return (uint16_g) ((v->index & ~IS_GL_VERTEX) | 0x8000U); in VertexIndex16Bit()927 if (v->index & IS_GL_VERTEX) in VertexIndex32BitV5()928 return (uint32_g) ((v->index & ~IS_GL_VERTEX) | 0x80000000U); in VertexIndex32BitV5()1318 if (! (vert->index & IS_GL_VERTEX)) in PutZVertices()
80 #define IS_GL_VERTEX (1 << 30) macro
987 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexFromSplitSeg()1037 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexDegenerate()
664 if ((do_gl ? 1 : 0) != ((vert->index & IS_GL_VERTEX) ? 1 : 0)) in PutVertices()706 if (! (vert->index & IS_GL_VERTEX)) in PutV2Vertices()854 if (v->index & IS_GL_VERTEX) in VertexIndex16Bit()855 return (uint16_g) ((v->index & ~IS_GL_VERTEX) | 0x8000U); in VertexIndex16Bit()862 if (v->index & IS_GL_VERTEX) in VertexIndex32BitV5()863 return (uint32_g) ((v->index & ~IS_GL_VERTEX) | 0x80000000U); in VertexIndex32BitV5()1253 if (! (vert->index & IS_GL_VERTEX)) in PutZVertices()
1008 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexFromSplitSeg()1058 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexDegenerate()
732 if ((do_gl ? 1 : 0) != ((vert->index & IS_GL_VERTEX) ? 1 : 0)) in PutVertices()774 if (! (vert->index & IS_GL_VERTEX)) in PutV2Vertices()922 if (v->index & IS_GL_VERTEX) in VertexIndex16Bit()923 return (uint16_g) ((v->index & ~IS_GL_VERTEX) | 0x8000U); in VertexIndex16Bit()930 if (v->index & IS_GL_VERTEX) in VertexIndex32BitV5()931 return (uint32_g) ((v->index & ~IS_GL_VERTEX) | 0x80000000U); in VertexIndex32BitV5()1321 if (! (vert->index & IS_GL_VERTEX)) in PutZVertices()
1016 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexFromSplitSeg()1066 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexDegenerate()