Searched refs:deformVertexes (Results 1 – 8 of 8) sorted by relevance
70 deformVertexes wave 30 sin 0 .8 0 .34517 deformVertexes text04530 deformVertexes text14632 deformVertexes autoSprite24785 // deformVertexes autoSprite4830 deformVertexes autoSprite24843 deformVertexes autoSprite25120 deformVertexes autoSprite5447 deformVertexes autoSprite5475 deformVertexes autoSprite[all …]
153 deformVertexes wave 100 sin 0.75 1.5 0 0.75169 deformVertexes wave 100 sin 1 0 0 0171 deformVertexes wave 94 sin 0 1 0 1.2355 deformVertexes wave 45 sin 0 10 0 -.6 // a negative frequency is for Z deformation based on normal392 // deformVertexes wave 0 sin 0 2 0 0 // a negative frequency is for Z deformation based on normal393 …deformVertexes wave 30 sin 0.6 1.4 0.6 0.42 // a negative frequency is for Z deformation based on …394 deformVertexes wave 25 sin 0 10 0 -0.6 // a negative frequency is for Z deformation based on normal
3828 //deformVertexes wave 30 sin 0 .8 0 .33845 deformVertexes wave 30 sin 0 .8 0 .33864 //deformVertexes wave 30 sin 0 .8 0 .33865 //deformVertexes wave 30 sin 0 1 0 .33866 //deformVertexes wave 194 sin 0 1 0 .4
385 shad->deformVertexes[i].type = DEFORMVERTEXES_NONE; in CreateShader()386 for (int j = 0; j < 8; ++j) shad->deformVertexes[i].params[j] = 0; in CreateShader()593 shad->deformVertexes[idx].type = DEFORMVERTEXES_WAVE; in Parse()600 shad->deformVertexes[idx].params[1] = (float) atof(Parser::token); in Parse()601 shad->deformVertexes[idx].params[0] = ParseFunc(); in Parse()624 shad->deformVertexes[idx].type = DEFORMVERTEXES_NORMAL; in Parse()650 shad->deformVertexes[idx].type = DEFORMVERTEXES_BULGE; in Parse()672 shad->deformVertexes[idx].type = DEFORMVERTEXES_MOVE; in Parse()679 shad->deformVertexes[idx].params[0] = ParseFunc(); in Parse()698 shad->deformVertexes[idx].type = DEFORMVERTEXES_AUTOSPRITE; in Parse()[all …]
1383 switch (State::curr_shader->deformVertexes[i].type) in SetVertexCoords()1393 wavesize = State::curr_shader->deformVertexes[i].params[1]; in SetVertexCoords()1394 args[1] = State::curr_shader->deformVertexes[i].params[2]; in SetVertexCoords()1395 args[2] = State::curr_shader->deformVertexes[i].params[3]; in SetVertexCoords()1422 args[2] = State::curr_shader->deformVertexes[i].params[0]; in SetVertexCoords()1423 args[4] = State::curr_shader->deformVertexes[i].params[1]; in SetVertexCoords()1469 args[2] = State::curr_shader->deformVertexes[i].params[1]; in SetVertexCoords()1492 args[1] = State::curr_shader->deformVertexes[i].params[4]; in SetVertexCoords()1493 args[2] = State::curr_shader->deformVertexes[i].params[5]; in SetVertexCoords()1494 args[3] = State::curr_shader->deformVertexes[i].params[6]; in SetVertexCoords()[all …]
325 DeformVertexes deformVertexes[MAX_DEFORMS]; /**< vertex deformation */ member
329 if (shad->deformVertexes[k].type == DEFORMVERTEXES_AUTOSPRITE || in Init()330 shad->deformVertexes[k].type == DEFORMVERTEXES_AUTOSPRITE2) in Init()332 InitAutosprite(surf, shad->deformVertexes[k].type); in Init()
16257 generate s- and t-vector of deformVertexes only if really needed (optimization for depthfirst pass …