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Searched refs:normTrav (Results 1 – 2 of 2) sorted by relevance

/dports/games/iortcw/iortcw-1.51c/SP/code/renderer/
H A Dtr_backend.c633 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()
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/
H A Dtr_backend.c565 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()