Searched refs:_shadowPolygonCurrent (Results 1 – 4 of 4) sorted by relevance
78 _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()
87 Vector3 _shadowPolygonCurrent[12]; variable
79 _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()