Searched refs:textel (Results 1 – 2 of 2) sorted by relevance
300 grinliz::Color4U8 textel = texture->Lookup( x, left->Y() ); in Render() local304 textel.r = textel.r * r / 255; in Render()305 textel.g = textel.g * g / 255; in Render()306 textel.b = textel.b * b / 255; in Render()310 if ( texture->Alpha() == 255 && textel.a == 255 ) in Render()313 scanline[x] = (textel.r) | (textel.g<<8) | (textel.b<<16) | (255<<24); in Render()315 else if ( textel.a != 0 ) in Render()318 U32 alpha = texture->Alpha() * textel.a / 255; in Render()325 cPrime.r = ( frag.r*(255-alpha) + textel.r*alpha )/255; in Render()326 cPrime.g = ( frag.g*(255-alpha) + textel.g*alpha )/255; in Render()[all …]
55 //7 textel gaussian62 //3 textel gaussian