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Searched refs:_shadowPolygonCurrent (Results 1 – 4 of 4) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dslice_renderer.cpp78 _shadowPolygonCurrent[i] = Vector3(0.0f, 0.0f, 0.0f); in SliceRenderer()
631 _shadowPolygonCurrent[i] = Vector3( in drawShadowInWorld()
637 _shadowPolygonCurrent[i] = Vector3(0.0f, 0.0f, 0.0f); in drawShadowInWorld()
656 int xCurrent = _shadowPolygonCurrent[i].x; in drawShadowPolygon()
657 int yCurrent = _shadowPolygonCurrent[i].y; in drawShadowPolygon()
658 int xNext = _shadowPolygonCurrent[iNext].x; in drawShadowPolygon()
659 int yNext = _shadowPolygonCurrent[iNext].y; in drawShadowPolygon()
667 if (_shadowPolygonCurrent[i].z < zMin) { in drawShadowPolygon()
668 zMin = _shadowPolygonCurrent[i].z; in drawShadowPolygon()
H A Dslice_renderer.h87 Vector3 _shadowPolygonCurrent[12]; variable
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dslice_renderer.cpp79 _shadowPolygonCurrent[i] = Vector3(0.0f, 0.0f, 0.0f); in SliceRenderer()
631 _shadowPolygonCurrent[i] = Vector3( in drawShadowInWorld()
637 _shadowPolygonCurrent[i] = Vector3(0.0f, 0.0f, 0.0f); in drawShadowInWorld()
656 int xCurrent = _shadowPolygonCurrent[i].x; in drawShadowPolygon()
657 int yCurrent = _shadowPolygonCurrent[i].y; in drawShadowPolygon()
658 int xNext = _shadowPolygonCurrent[iNext].x; in drawShadowPolygon()
659 int yNext = _shadowPolygonCurrent[iNext].y; in drawShadowPolygon()
667 if (_shadowPolygonCurrent[i].z < zMin) { in drawShadowPolygon()
668 zMin = _shadowPolygonCurrent[i].z; in drawShadowPolygon()
H A Dslice_renderer.h87 Vector3 _shadowPolygonCurrent[12]; variable