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Searched refs:Positions (Results 101 – 125 of 4574) sorted by last modified time

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/dports/graphics/wings/wings-8d019ebe48/src/
H A Dwings_vertex.erl140 Positions = foldl(fun(V, A) ->
143 e3d_vec:average(Positions).
H A Dwings_subdiv.erl204 Positions ->
205 Center = wings_util:share(e3d_vec:average(Positions)),
206 face_centers(Fs, We, [{Face,{Center,Attrs,length(Positions)}}|Acc])
H A Dwings_info.erl75 Positions = wings_sel:dfold(MF, RF, [], St),
76 measure_vs(Positions);
H A Dwings_edge_cmd.erl740 Positions = [array:get(V, Vtab) || V <- Vs],
741 Plane = e3d_vec:normal(Positions),
/dports/graphics/opendx/dx-4.4.4/html/
H A DHelp.idx464 Positions pages/qikgu030.htm#HDRFULLDPR
/dports/graphics/opendx/dx-4.4.4/help/
H A Ddxall10324 New Positions #!N #!EC #!N #!N The MakeX module places an
H A Ddxall15523 Positions can also be specified with the #!F-adobe-times-bold-r-normal--18* field #!EF statement
H A Ddxall11136 how data values should be interpolated between positions. Positions that are
H A Ddxall10926 of data values for points between positions. Positions represent what can
H A Ddxall2617 disjoint primitive Fields. Positions on the boundaries must be replicated identically.
H A Ddxall113220 Types of Connections and Positions #!EF #!N #!EC #!N #!N #!N
H A DHelpDir452 Positions dxall166
/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DOgreMesh.cpp126 "Positionen: ",theSubMesh.Positions.size(), in ReadSubMesh()
148 theSubMesh.Positions.reserve(NumVertices); in ReadVertexBuffer()
209 theSubMesh.Positions.push_back(NewPos); in ReadVertexBuffer()
266 theSubMesh.Weights.resize(theSubMesh.Positions.size()); in ReadBoneWeights()
320 UniquePositions[3*i+0]=VertexSource.Positions[Vertex1]; in ProcessSubMesh()
321 UniquePositions[3*i+1]=VertexSource.Positions[Vertex2]; in ProcessSubMesh()
322 UniquePositions[3*i+2]=VertexSource.Positions[Vertex3]; in ProcessSubMesh()
362 theSubMesh.Positions.swap(UniquePositions); in ProcessSubMesh()
405 NewAiMesh->mVertices=new aiVector3D[theSubMesh.Positions.size()]; in CreateAssimpSubMesh()
406 …memcpy(NewAiMesh->mVertices, &theSubMesh.Positions[0], theSubMesh.Positions.size()*sizeof(aiVector… in CreateAssimpSubMesh()
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H A DOgreImporter.hpp38 std::vector<aiVector3D> Positions; bool HasPositions; member
/dports/games/brainparty/brainparty/
H A Dsharpshooter.cpp26 Positions.Add(new BPPoint(20, 28)); in BPMiniGame_Sharpshooter()
27 Positions.Add(new BPPoint(120, 28)); in BPMiniGame_Sharpshooter()
28 Positions.Add(new BPPoint(220, 28)); in BPMiniGame_Sharpshooter()
29 Positions.Add(new BPPoint(70, 98)); in BPMiniGame_Sharpshooter()
30 Positions.Add(new BPPoint(170, 98)); in BPMiniGame_Sharpshooter()
31 Positions.Add(new BPPoint(20, 168)); in BPMiniGame_Sharpshooter()
60 Positions.Clear(); in ~BPMiniGame_Sharpshooter()
205 Positions.Shuffle(); in CreateTarget()
215 if (Targets[j]->X == Positions[i]->X && Targets[j]->Y == Positions[i]->Y) { in CreateTarget()
231 target->X = Positions[i]->X; in CreateTarget()
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H A Dsetfinder.cpp65 BPList<BPPoint> Positions; in BPMiniGame_SetFinder() local
69 Positions.Add(BPPoint(12 + (i * 50), 63 + (j * 50))); in BPMiniGame_SetFinder()
73 Positions.Shuffle(); in BPMiniGame_SetFinder()
99 item->X = Positions[loopcount].X; in BPMiniGame_SetFinder()
100 item->Y = Positions[loopcount].Y; in BPMiniGame_SetFinder()
109 item->X = Positions[loopcount].X; in BPMiniGame_SetFinder()
110 item->Y = Positions[loopcount].Y; in BPMiniGame_SetFinder()
119 item->X = Positions[loopcount].X; in BPMiniGame_SetFinder()
120 item->Y = Positions[loopcount].Y; in BPMiniGame_SetFinder()
H A Dscrambled.cpp177 Positions.Add(0); in BPMiniGame_Scrambled()
178 Positions.Add(1); in BPMiniGame_Scrambled()
179 Positions.Add(2); in BPMiniGame_Scrambled()
180 Positions.Add(3); in BPMiniGame_Scrambled()
181 Positions.Add(4); in BPMiniGame_Scrambled()
347 Positions.Shuffle(); in LevelUp()
429 Answer1 = RemoveLetters(TestWord, Positions[0]); in LevelUp()
430 Answer2 = RemoveLetters(TestWord, Positions[1]); in LevelUp()
441 Answer2 = SwitchLetters(Answer2, Positions[1]); in LevelUp()
444 Answer3 = SwitchLetters(Answer3, Positions[2]); in LevelUp()
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H A Drps.cpp43 Positions.Add(new BPMiniGame_RPS_Position("Rock", "Scissors", "Paper", sfcRock)); in BPMiniGame_RPS()
44 Positions.Add(new BPMiniGame_RPS_Position("Paper", "Rock", "Scissors", sfcPaper)); in BPMiniGame_RPS()
57 Positions.Clear(); in ~BPMiniGame_RPS()
63 Positions.Shuffle(); in Play()
80 CurrentPosition = Positions[newpos]; in Play()
101 TheGame->DrawImage(Positions[0]->Sfc, 15, 307); in Render()
102 TheGame->DrawImage(Positions[1]->Sfc, 115, 307); in Render()
103 TheGame->DrawImage(Positions[2]->Sfc, 215, 307); in Render()
137 chosenposition = Positions[0]; in OnMouseUp()
139 chosenposition = Positions[1]; in OnMouseUp()
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H A Dflashlight.cpp38 Positions.Add(new BPPoint(20, 28)); in BPMiniGame_Flashlight()
39 Positions.Add(new BPPoint(120, 28)); in BPMiniGame_Flashlight()
40 Positions.Add(new BPPoint(220, 28)); in BPMiniGame_Flashlight()
41 Positions.Add(new BPPoint(70, 98)); in BPMiniGame_Flashlight()
42 Positions.Add(new BPPoint(170, 98)); in BPMiniGame_Flashlight()
43 Positions.Add(new BPPoint(20, 168)); in BPMiniGame_Flashlight()
46 Positions.Add(new BPPoint(70, 238)); in BPMiniGame_Flashlight()
58 Positions.Clear(); in ~BPMiniGame_Flashlight()
63 Positions.Shuffle(); in ShowLayout()
118 light->X = Positions[i]->X; in ShowLayout()
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/dports/games/exhaust-ma/exhaust-ma-1.9/
H A Dexhaust.c42 static field_t Positions[MAX_WARRIORS]; variable
190 Positions[pos] = in posit()
196 diff = (int) Positions[pos] - Positions[i]; in posit()
232 if (temp > Positions[j]) in npos()
234 Positions[j+1] = Positions[j]; in npos()
236 Positions[j+1] = temp; in npos()
242 Positions[i] += temp; in npos()
250 temp = Positions[j]; in npos()
251 Positions[j] = Positions[i]; in npos()
252 Positions[i] = temp; in npos()
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/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletSoftBody/
H A DbtSoftBody.h85 Positions, enumerator
87 Default = Positions,
/dports/games/glest/glest_source_3.2.2/source/glest_game/ai/
H A Dai.cpp343 for(Positions::iterator it= expansionPositions.begin(); it!=expansionPositions.end(); ++it){ in addExpansion()
H A Dai.h135 typedef deque<Vec2i> Positions; typedef
144 Positions expansionPositions;
/dports/games/megaglest/megaglest-source-3.13.0/source/glest_game/ai/
H A Dai.cpp727 for(Positions::iterator it = expansionPositions.begin(); it != expansionPositions.end(); ++it) { in addExpansion()
1220 …for(Positions::const_iterator it = expansionPositions.begin(); it != expansionPositions.end(); ++i… in saveGame()
H A Dai.h158 typedef deque<Vec2i> Positions; typedef
166 Positions expansionPositions;

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