Searched refs:normTrav (Results 1 – 2 of 2) sorted by relevance
/dports/games/iortcw/iortcw-1.51c/SP/code/renderer/ |
H A D | tr_backend.c | 633 float *xyzTrav, *normTrav; in RB_ZombieFXProcessNewHits() local 661 …for ( j = 0, bestHitDist = -1, xyzTrav = tess.xyz[oldNumVerts], normTrav = tess.normal[oldNumVer… in RB_ZombieFXProcessNewHits() 663 j++, xyzTrav += 4, normTrav += 4 ) { in RB_ZombieFXProcessNewHits() 670 if ( DotProduct( normTrav, hitDir ) > 0 ) { in RB_ZombieFXProcessNewHits()
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/ |
H A D | tr_backend.c | 565 int16_t *normTrav; in RB_ZombieFXProcessNewHits() local 593 …for ( j = 0, bestHitDist = -1, xyzTrav = tess.xyz[oldNumVerts], normTrav = tess.normal[oldNumVer… in RB_ZombieFXProcessNewHits() 595 j++, xyzTrav += 4, normTrav += 4 ) { in RB_ZombieFXProcessNewHits() 603 R_VaoUnpackNormal(fNormTrav, normTrav); in RB_ZombieFXProcessNewHits()
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