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/dports/x11-toolkits/irrlicht/irrlicht-1.8.5/include/
H A DIAnimatedMeshMD3.h147 core::array < SMD3TexCoord > Tex; member
/dports/x11-toolkits/irrlicht/irrlicht-1.8.5/source/Irrlicht/
H A DS4DVertex.h432 sVec2 Tex[BURNING_MATERIAL_MAX_TEXTURES]; member
453 sVec2 Tex[ BURNING_MATERIAL_MAX_TEXTURES ]; member
482 Tex[i].interpolate ( a.Tex[i], b.Tex[i], t ); in interpolate()
H A DCQ3LevelMesh.h146 core::array< STexShader > Tex; variable
H A DCTRGouraudAlpha2.cpp317 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
318 scan.t[0][0] = a->Tex[0]; in drawTriangle()
322 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
323 scan.t[1][0] = a->Tex[1]; in drawTriangle()
358 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
359 scan.t[0][1] = a->Tex[0]; in drawTriangle()
363 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
364 scan.t[1][1] = a->Tex[1]; in drawTriangle()
517 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
518 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureGouraud2.cpp335 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
336 scan.t[0][0] = a->Tex[0]; in drawTriangle()
340 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
341 scan.t[1][0] = a->Tex[1]; in drawTriangle()
375 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
376 scan.t[0][1] = a->Tex[0]; in drawTriangle()
380 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
381 scan.t[1][1] = a->Tex[1]; in drawTriangle()
534 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
535 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRStencilShadow.cpp491 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
492 scan.t[0][0] = a->Tex[0]; in drawTriangle()
496 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
497 scan.t[1][0] = a->Tex[1]; in drawTriangle()
501 scan.slopeT[2][0] = (c->Tex[2] - a->Tex[2]) * scan.invDeltaY[0]; in drawTriangle()
542 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
547 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
552 scan.slopeT[2][1] = (b->Tex[2] - a->Tex[2]) * scan.invDeltaY[1]; in drawTriangle()
749 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
754 scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2]; in drawTriangle()
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H A DCTRTextureGouraudAdd2.cpp340 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
341 scan.t[0][0] = a->Tex[0]; in drawTriangle()
345 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
346 scan.t[1][0] = a->Tex[1]; in drawTriangle()
380 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
381 scan.t[0][1] = a->Tex[0]; in drawTriangle()
385 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
386 scan.t[1][1] = a->Tex[1]; in drawTriangle()
539 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
540 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureGouraudAlphaNoZ.cpp404 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
405 scan.t[0][0] = a->Tex[0]; in drawTriangle()
409 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
410 scan.t[1][0] = a->Tex[1]; in drawTriangle()
444 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
445 scan.t[0][1] = a->Tex[0]; in drawTriangle()
449 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
450 scan.t[1][1] = a->Tex[1]; in drawTriangle()
603 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
604 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureGouraudNoZ2.cpp307 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
308 scan.t[0][0] = a->Tex[0]; in drawTriangle()
312 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
313 scan.t[1][0] = a->Tex[1]; in drawTriangle()
347 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
348 scan.t[0][1] = a->Tex[0]; in drawTriangle()
352 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
353 scan.t[1][1] = a->Tex[1]; in drawTriangle()
506 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
507 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureLightMap2_M4.cpp439 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in scanline_bilinear2_mag()
444 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in scanline_bilinear2_mag()
479 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in scanline_bilinear2_mag()
484 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in scanline_bilinear2_mag()
639 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in scanline_bilinear2_mag()
644 scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2]; in scanline_bilinear2_mag()
812 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in scanline_bilinear2_mag()
817 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in scanline_bilinear2_mag()
853 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in scanline_bilinear2_mag()
858 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in scanline_bilinear2_mag()
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H A DCTRTextureDetailMap2.cpp321 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
322 scan.t[0][0] = a->Tex[0]; in drawTriangle()
326 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
327 scan.t[1][0] = a->Tex[1]; in drawTriangle()
361 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
362 scan.t[0][1] = a->Tex[0]; in drawTriangle()
366 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
367 scan.t[1][1] = a->Tex[1]; in drawTriangle()
520 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
521 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureGouraudAlpha.cpp404 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
405 scan.t[0][0] = a->Tex[0]; in drawTriangle()
409 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
410 scan.t[1][0] = a->Tex[1]; in drawTriangle()
444 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
445 scan.t[0][1] = a->Tex[0]; in drawTriangle()
449 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
450 scan.t[1][1] = a->Tex[1]; in drawTriangle()
603 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
604 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureGouraudAddNoZ2.cpp307 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
308 scan.t[0][0] = a->Tex[0]; in drawTriangle()
312 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
313 scan.t[1][0] = a->Tex[1]; in drawTriangle()
347 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
348 scan.t[0][1] = a->Tex[0]; in drawTriangle()
352 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
353 scan.t[1][1] = a->Tex[1]; in drawTriangle()
506 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
507 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCBurningShader_Raster_Reference.cpp900 scan.t[i][0] = a->Tex[i]; in drawTriangle()
901 scan.slopeT[i][0] = (c->Tex[i] - a->Tex[i]) * scan.invDeltaY[0]; in drawTriangle()
929 scan.t[i][1] = a->Tex[i]; in drawTriangle()
930 scan.slopeT[i][1] = (b->Tex[i] - a->Tex[i]) * scan.invDeltaY[1]; in drawTriangle()
1023 scan.t[i][0] = a->Tex[i] + scan.slopeT[i][0] * temp[0]; in drawTriangle()
1043 scan.t[i][1] = b->Tex[i]; in drawTriangle()
1044 scan.slopeT[i][1] = (c->Tex[i] - b->Tex[i]) * scan.invDeltaY[2]; in drawTriangle()
H A DCTRTextureGouraudVertexAlpha2.cpp350 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
351 scan.t[0][0] = a->Tex[0]; in drawTriangle()
355 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
356 scan.t[1][0] = a->Tex[1]; in drawTriangle()
390 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
391 scan.t[0][1] = a->Tex[0]; in drawTriangle()
395 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
396 scan.t[1][1] = a->Tex[1]; in drawTriangle()
549 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
550 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureBlend.cpp2045 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
2046 scan.t[0][0] = a->Tex[0]; in drawTriangle()
2050 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
2051 scan.t[1][0] = a->Tex[1]; in drawTriangle()
2085 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
2086 scan.t[0][1] = a->Tex[0]; in drawTriangle()
2090 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
2091 scan.t[1][1] = a->Tex[1]; in drawTriangle()
2244 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
2245 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRGouraud2.cpp303 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
304 scan.t[0][0] = a->Tex[0]; in drawTriangle()
308 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
309 scan.t[1][0] = a->Tex[1]; in drawTriangle()
344 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
345 scan.t[0][1] = a->Tex[0]; in drawTriangle()
349 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
350 scan.t[1][1] = a->Tex[1]; in drawTriangle()
503 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
504 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureLightMap2_M2.cpp301 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in scanline_bilinear2()
302 scan.t[0][0] = a->Tex[0]; in scanline_bilinear2()
306 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in scanline_bilinear2()
307 scan.t[1][0] = a->Tex[1]; in scanline_bilinear2()
341 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in scanline_bilinear2()
342 scan.t[0][1] = a->Tex[0]; in scanline_bilinear2()
346 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in scanline_bilinear2()
347 scan.t[1][1] = a->Tex[1]; in scanline_bilinear2()
501 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in scanline_bilinear2()
502 scan.t[0][1] = b->Tex[0]; in scanline_bilinear2()
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H A DCTRGouraudAlphaNoZ2.cpp316 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
317 scan.t[0][0] = a->Tex[0]; in drawTriangle()
321 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
322 scan.t[1][0] = a->Tex[1]; in drawTriangle()
356 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
357 scan.t[0][1] = a->Tex[0]; in drawTriangle()
361 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
362 scan.t[1][1] = a->Tex[1]; in drawTriangle()
515 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
516 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCQ3LevelMesh.cpp187 Tex.clear(); in cleanLoader()
754 if ( face->textureID >= 0 && face->textureID < (s32)Tex.size() ) in setShaderMaterial()
756 material.setTexture(0, Tex [ face->textureID ].Texture); in setShaderMaterial()
757 shaderState = Tex [ face->textureID ].ShaderID; in setShaderMaterial()
1986 Tex.set_used( NumTextures ); in loadTextures()
2002 Tex[t].ShaderID = -1; in loadTextures()
2003 Tex[t].Texture = 0; in loadTextures()
2011 Tex[t].ShaderID = shader->ID; in loadTextures()
2042 Tex[t].Texture = textureArray[0]; in loadTextures()
H A DCTRNormalMap.cpp408 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
409 scan.t[0][0] = a->Tex[0]; in drawTriangle()
413 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
414 scan.t[1][0] = a->Tex[1]; in drawTriangle()
418 scan.slopeT[2][0] = (c->Tex[2] - a->Tex[2]) * scan.invDeltaY[0]; in drawTriangle()
460 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
465 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
470 scan.slopeT[2][1] = (b->Tex[2] - a->Tex[2]) * scan.invDeltaY[1]; in drawTriangle()
667 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
672 scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2]; in drawTriangle()
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H A DCSoftwareDriver2.cpp1081 z = ( (v[2].Tex[tex].x - v[0].Tex[tex].x ) * (v[4].Tex[tex].y - v[0].Tex[tex].y ) ) in texelarea()
1082 - ( (v[4].Tex[tex].x - v[0].Tex[tex].x ) * (v[2].Tex[tex].y - v[0].Tex[tex].y ) ); in texelarea()
1101 z = ( (v[1]->Tex[tex].x - v[0]->Tex[tex].x ) * (v[2]->Tex[tex].y - v[0]->Tex[tex].y ) ) in texelarea2()
1102 - ( (v[2]->Tex[tex].x - v[0]->Tex[tex].x ) * (v[1]->Tex[tex].y - v[0]->Tex[tex].y ) ); in texelarea2()
1150 (v[0] + 1 )->Tex[tex].x = v[0]->Tex[tex].x * f[0]; in select_polygon_mipmap2()
1319 dest->Tex[t].x=1.f-dest->Tex[t].x; in VertexCache_fill()
1326 dest->Tex[t].x=1.f-dest->Tex[t].x; in VertexCache_fill()
1343 dest->Tex[t].y=1.f-dest->Tex[t].y; in VertexCache_fill()
1350 dest->Tex[t].y=1.f-dest->Tex[t].y; in VertexCache_fill()
1442 dest->Tex[1].x = dest->Tex[0].x; in VertexCache_fill()
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H A DCTRTextureLightMapGouraud2_M4.cpp345 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in drawTriangle()
346 scan.t[0][0] = a->Tex[0]; in drawTriangle()
350 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in drawTriangle()
351 scan.t[1][0] = a->Tex[1]; in drawTriangle()
387 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in drawTriangle()
388 scan.t[0][1] = a->Tex[0]; in drawTriangle()
392 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in drawTriangle()
393 scan.t[1][1] = a->Tex[1]; in drawTriangle()
548 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in drawTriangle()
549 scan.t[0][1] = b->Tex[0]; in drawTriangle()
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H A DCTRTextureLightMap2_M1.cpp301 scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0]; in scanline_bilinear2()
302 scan.t[0][0] = a->Tex[0]; in scanline_bilinear2()
306 scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0]; in scanline_bilinear2()
307 scan.t[1][0] = a->Tex[1]; in scanline_bilinear2()
341 scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1]; in scanline_bilinear2()
342 scan.t[0][1] = a->Tex[0]; in scanline_bilinear2()
346 scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1]; in scanline_bilinear2()
347 scan.t[1][1] = a->Tex[1]; in scanline_bilinear2()
501 scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2]; in scanline_bilinear2()
502 scan.t[0][1] = b->Tex[0]; in scanline_bilinear2()
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H A DCAnimatedMeshMD3.cpp235 v.TCoords.X = source->Tex[i].u; in createMeshBuffer()
236 v.TCoords.Y = source->Tex[i].v; in createMeshBuffer()
393 buf->Tex.set_used(meshHeader.numVertices); in loadModelFile()
410 file->read(buf->Tex.pointer(), buf->MeshHeader.numVertices * sizeof(SMD3TexCoord)); in loadModelFile()

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