Searched refs:_frameSliceHeight (Results 1 – 4 of 4) sorted by relevance
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | slice_renderer.cpp | 56 _frameSliceHeight = 0.0f; in SliceRenderer() 145 Vector3 frameTop = Vector3(0.0f, 0.0f, _frameBottomZ + _frameSliceCount * _frameSliceHeight); in calculateBoundingRect() 273 _frameSliceHeight = stream.readFloatLE(); in loadFrame() 402 Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), in drawInWorld() 410 Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), in drawInWorld() 452 …ce(Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight)); in drawInWorld() 457 Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), in drawInWorld() 491 float frameHeight = _frameSliceHeight * _frameSliceCount; in drawOnScreen() 526 float sliceStep = 1.0f / size / _frameSliceHeight; in drawOnScreen() 624 0.0f, 0.0f, _frameSliceHeight, 0.0f); in drawShadowInWorld()
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H A D | slice_renderer.h | 66 float _frameSliceHeight; variable
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | slice_renderer.cpp | 57 _frameSliceHeight = 0.0f; in SliceRenderer() 146 Vector3 frameTop = Vector3(0.0f, 0.0f, _frameBottomZ + _frameSliceCount * _frameSliceHeight); in calculateBoundingRect() 274 _frameSliceHeight = stream.readFloatLE(); in loadFrame() 403 Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), in drawInWorld() 411 Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), in drawInWorld() 453 …ce(Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight)); in drawInWorld() 458 Vector3(_position.x, _position.y, _position.z + _frameBottomZ + sliceLine * _frameSliceHeight), in drawInWorld() 492 float frameHeight = _frameSliceHeight * _frameSliceCount; in drawOnScreen() 527 float sliceStep = 1.0f / size / _frameSliceHeight; in drawOnScreen() 624 0.0f, 0.0f, _frameSliceHeight, 0.0f); in drawShadowInWorld()
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H A D | slice_renderer.h | 66 float _frameSliceHeight; variable
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