/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/ |
H A D | Normals.cpp | 63 aiMesh *pcMesh = this->pcScene->mMeshes[i]; in FlipNormalsInt() local 143 aiMesh *pcMesh = pcScene->mMeshes[i]; in SetNormalSet() local
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H A D | MeshRenderer.cpp | 86 const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex]; in DrawSorted() local
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/ |
H A D | Normals.cpp | 68 aiMesh* pcMesh = this->pcScene->mMeshes[i]; in FlipNormalsInt() local 161 aiMesh* pcMesh = pcScene->mMeshes[i]; in SetNormalSet() local
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H A D | MeshRenderer.cpp | 85 const aiMesh* pcMesh = g_pcAsset->pcScene->mMeshes[iIndex]; in DrawSorted() local
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | HMPLoader.cpp | 202 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP5() local 262 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP7() local 324 aiMesh* const pcMesh = pScene->mMeshes[0]; in CreateMaterial() local 367 aiMesh* const pcMesh = this->pScene->mMeshes[0]; in CreateOutputFaceList() local
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H A D | PretransformVertices.cpp | 101 unsigned int PretransformVertices::GetMeshVFormat(aiMesh* pcMesh) in GetMeshVFormat() 126 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CountVerticesAndFaces() local 150 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CollectData() local 296 aiMesh* pcMesh = pcScene->mMeshes[ i ]; in GetVFormatList() local 509 aiMesh* pcMesh = apcOutMeshes.back(); in Execute() local
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H A D | MDLLoader.cpp | 412 aiMesh* pcMesh = new aiMesh(); in InternReadFile_Quake1() local 604 aiMesh* pcMesh = new aiMesh(); in InternReadFile_3DGS_MDL345() local 815 aiMesh* pcMesh = this->pScene->mMeshes[0]; in CalculateUVCoordinates_MDL5() local 1582 aiMesh* const pcMesh = pScene->mMeshes[a]; in HandleMaterialReferences_3DGS_MDL7() local 1593 aiMesh* const pcMesh = pScene->mMeshes[a]; in HandleMaterialReferences_3DGS_MDL7() local 1788 aiMesh* pcMesh = new aiMesh(); in GenerateOutputMeshes_3DGS_MDL7() local
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/HMP/ |
H A D | HMPLoader.cpp | 225 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP5() local 285 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP7() local 347 aiMesh* const pcMesh = pScene->mMeshes[0]; in CreateMaterial() local 390 aiMesh* const pcMesh = this->pScene->mMeshes[0]; in CreateOutputFaceList() local
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | HMPLoader.cpp | 219 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP5() local 279 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP7() local 341 aiMesh* const pcMesh = pScene->mMeshes[0]; in CreateMaterial() local 384 aiMesh* const pcMesh = this->pScene->mMeshes[0]; in CreateOutputFaceList() local
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H A D | PretransformVertices.cpp | 106 unsigned int PretransformVertices::GetMeshVFormat(aiMesh* pcMesh) in GetMeshVFormat() 131 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CountVerticesAndFaces() local 155 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CollectData() local 301 aiMesh* pcMesh = pcScene->mMeshes[ i ]; in GetVFormatList() local 520 aiMesh* pcMesh = apcOutMeshes.back(); in Execute() local
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H A D | MDLLoader.cpp | 442 aiMesh* pcMesh = new aiMesh(); in InternReadFile_Quake1() local 634 aiMesh* pcMesh = new aiMesh(); in InternReadFile_3DGS_MDL345() local 845 aiMesh* pcMesh = this->pScene->mMeshes[0]; in CalculateUVCoordinates_MDL5() local 1612 aiMesh* const pcMesh = pScene->mMeshes[a]; in HandleMaterialReferences_3DGS_MDL7() local 1623 aiMesh* const pcMesh = pScene->mMeshes[a]; in HandleMaterialReferences_3DGS_MDL7() local 1818 aiMesh* pcMesh = new aiMesh(); in GenerateOutputMeshes_3DGS_MDL7() local
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/HMP/ |
H A D | HMPLoader.cpp | 206 aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP5() local 265 aiMesh *pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP7() local 326 aiMesh *const pcMesh = pScene->mMeshes[0]; in CreateMaterial() local 365 aiMesh *const pcMesh = this->pScene->mMeshes[0]; in CreateOutputFaceList() local
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | HMPLoader.cpp | 219 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP5() local 279 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP7() local 341 aiMesh* const pcMesh = pScene->mMeshes[0]; in CreateMaterial() local 384 aiMesh* const pcMesh = this->pScene->mMeshes[0]; in CreateOutputFaceList() local
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H A D | PretransformVertices.cpp | 106 unsigned int PretransformVertices::GetMeshVFormat(aiMesh* pcMesh) in GetMeshVFormat() 131 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CountVerticesAndFaces() local 155 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CollectData() local 301 aiMesh* pcMesh = pcScene->mMeshes[ i ]; in GetVFormatList() local 520 aiMesh* pcMesh = apcOutMeshes.back(); in Execute() local
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | HMPLoader.cpp | 222 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP5() local 282 aiMesh* pcMesh = pScene->mMeshes[0] = new aiMesh(); in InternReadFile_HMP7() local 344 aiMesh* const pcMesh = pScene->mMeshes[0]; in CreateMaterial() local 387 aiMesh* const pcMesh = this->pScene->mMeshes[0]; in CreateOutputFaceList() local
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H A D | PretransformVertices.cpp | 107 unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh ) in GetMeshVFormat() 132 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CountVerticesAndFaces() local 156 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CollectData() local 307 aiMesh* pcMesh = pcScene->mMeshes[ i ]; in GetVFormatList() local 526 aiMesh* pcMesh = apcOutMeshes.back(); in Execute() local
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | PretransformVertices.cpp | 113 unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh ) in GetMeshVFormat() 138 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CountVerticesAndFaces() local 162 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CollectData() local 313 aiMesh* pcMesh = pcScene->mMeshes[ i ]; in GetVFormatList() local 530 aiMesh* pcMesh = apcOutMeshes.back(); in Execute() local
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | PretransformVertices.cpp | 113 unsigned int PretransformVertices::GetMeshVFormat( aiMesh* pcMesh ) in GetMeshVFormat() 138 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CountVerticesAndFaces() local 162 aiMesh* pcMesh = pcScene->mMeshes[ pcNode->mMeshes[i] ]; in CollectData() local 313 aiMesh* pcMesh = pcScene->mMeshes[ i ]; in GetVFormatList() local 530 aiMesh* pcMesh = apcOutMeshes.back(); in Execute() local
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/dports/multimedia/assimp/assimp-5.1.3/test/unit/ |
H A D | utGenNormals.cpp | 54 aiMesh *pcMesh; member in GenNormalsTest
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H A D | utJoinVertices.cpp | 63 aiMesh *pcMesh; member in utJoinVertices
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H A D | utTriangulate.cpp | 56 aiMesh *pcMesh; member in TriangulateProcessTest
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/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/ |
H A D | PretransformVertices.cpp | 130 aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]]; in CountVerticesAndFaces() local 150 aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]]; in CollectData() local 287 aiMesh *pcMesh = pcScene->mMeshes[i]; in GetVFormatList() local 502 aiMesh *pcMesh = apcOutMeshes.back(); in Execute() local
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H A D | FixNormalsStep.cpp | 103 bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index) in ProcessMesh()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/ |
H A D | PretransformVertices.cpp | 130 aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]]; in CountVerticesAndFaces() local 150 aiMesh *pcMesh = pcScene->mMeshes[pcNode->mMeshes[i]]; in CollectData() local 287 aiMesh *pcMesh = pcScene->mMeshes[i]; in GetVFormatList() local 502 aiMesh *pcMesh = apcOutMeshes.back(); in Execute() local
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H A D | FixNormalsStep.cpp | 103 bool FixInfacingNormalsProcess::ProcessMesh( aiMesh* pcMesh, unsigned int index) in ProcessMesh()
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