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Searched refs:IS_GL_VERTEX (Results 1 – 10 of 10) sorted by relevance

/dports/games/vavoom/vavoom-1.33/source/
H A Dp_nodebuild.cpp320 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()
/dports/games/glbsp/glbsp-2.20/
H A Dlevel.c729 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()
H A Dlevel.h80 #define IS_GL_VERTEX (1 << 30) macro
H A Danalyze.c987 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexFromSplitSeg()
1037 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexDegenerate()
/dports/games/edge/Edge-1.35-source/glbsp/src/
H A Dlevel.c664 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()
H A Dlevel.h80 #define IS_GL_VERTEX (1 << 30) macro
H A Danalyze.c1008 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexFromSplitSeg()
1058 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexDegenerate()
/dports/games/vavoom/vavoom-1.33/utils/glbsp/
H A Dlevel.c732 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()
H A Dlevel.h80 #define IS_GL_VERTEX (1 << 30) macro
H A Danalyze.c1016 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexFromSplitSeg()
1066 vert->index = num_gl_vert | IS_GL_VERTEX; in NewVertexDegenerate()