/dports/graphics/wings/wings-8d019ebe48/src/ |
H A D | wings_vertex.erl | 140 Positions = foldl(fun(V, A) -> 143 e3d_vec:average(Positions).
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H A D | wings_subdiv.erl | 204 Positions -> 205 Center = wings_util:share(e3d_vec:average(Positions)), 206 face_centers(Fs, We, [{Face,{Center,Attrs,length(Positions)}}|Acc])
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H A D | wings_info.erl | 75 Positions = wings_sel:dfold(MF, RF, [], St), 76 measure_vs(Positions);
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H A D | wings_edge_cmd.erl | 740 Positions = [array:get(V, Vtab) || V <- Vs], 741 Plane = e3d_vec:normal(Positions),
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/dports/graphics/opendx/dx-4.4.4/html/ |
H A D | Help.idx | 464 Positions pages/qikgu030.htm#HDRFULLDPR
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/dports/graphics/opendx/dx-4.4.4/help/ |
H A D | dxall1032 | 4 New Positions #!N #!EC #!N #!N The MakeX module places an
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H A D | dxall155 | 23 Positions can also be specified with the #!F-adobe-times-bold-r-normal--18* field #!EF statement
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H A D | dxall111 | 36 how data values should be interpolated between positions. Positions that are
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H A D | dxall109 | 26 of data values for points between positions. Positions represent what can
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H A D | dxall261 | 7 disjoint primitive Fields. Positions on the boundaries must be replicated identically.
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H A D | dxall1132 | 20 Types of Connections and Positions #!EF #!N #!EC #!N #!N #!N
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H A D | HelpDir | 452 Positions dxall166
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | OgreMesh.cpp | 126 "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() [all …]
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H A D | OgreImporter.hpp | 38 std::vector<aiVector3D> Positions; bool HasPositions; member
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/dports/games/brainparty/brainparty/ |
H A D | sharpshooter.cpp | 26 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() [all …]
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H A D | setfinder.cpp | 65 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()
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H A D | scrambled.cpp | 177 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() [all …]
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H A D | rps.cpp | 43 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() [all …]
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H A D | flashlight.cpp | 38 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() [all …]
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/dports/games/exhaust-ma/exhaust-ma-1.9/ |
H A D | exhaust.c | 42 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() [all …]
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/dports/games/critterding/critterding-beta12/src/utils/bullet/BulletSoftBody/ |
H A D | btSoftBody.h | 85 Positions, enumerator 87 Default = Positions,
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/dports/games/glest/glest_source_3.2.2/source/glest_game/ai/ |
H A D | ai.cpp | 343 for(Positions::iterator it= expansionPositions.begin(); it!=expansionPositions.end(); ++it){ in addExpansion()
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H A D | ai.h | 135 typedef deque<Vec2i> Positions; typedef 144 Positions expansionPositions;
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/dports/games/megaglest/megaglest-source-3.13.0/source/glest_game/ai/ |
H A D | ai.cpp | 727 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()
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H A D | ai.h | 158 typedef deque<Vec2i> Positions; typedef 166 Positions expansionPositions;
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