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Searched refs:psMesh (Results 1 – 11 of 11) sorted by relevance

/dports/games/warzone2100/warzone2100/tools/display/
H A Dwzmutils.c75 psFrame = &psMesh->frameArray[psMesh->currentFrame]; in drawModel()
77 assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0); in drawModel()
82 if (psMesh->currentFrame >= psMesh->frames) in drawModel()
95 assert(psMesh); in drawModel()
98 FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame]; in drawModel()
105 assert(psMesh->currentFrame < psMesh->frames); in drawModel()
107 if (psMesh->currentFrame == psMesh->frames - 1) in drawModel()
113 nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1]; in drawModel()
163 psMesh->faces = 0; in createModel()
164 psMesh->frames = 0; in createModel()
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H A Dwzmto3ds.c95 MESH *psMesh = &psModel->mesh[i]; in dump_to_3ds() local
108 lib3ds_mesh_new_point_list(m, psMesh->vertices); in dump_to_3ds()
109 lib3ds_mesh_new_texel_list(m, psMesh->vertices); in dump_to_3ds()
110 lib3ds_mesh_new_face_list(m, psMesh->faces); in dump_to_3ds()
112 for (j = 0; j < psMesh->vertices; j++) in dump_to_3ds()
114 m->pointL[j].pos[0] = psMesh->vertexArray[j * 3 + 0]; in dump_to_3ds()
115 m->pointL[j].pos[1] = psMesh->vertexArray[j * 3 + 1]; in dump_to_3ds()
116 m->pointL[j].pos[2] = psMesh->vertexArray[j * 3 + 2]; in dump_to_3ds()
120 m->texelL[j][0] = psMesh->textureArray[0][j * 6 + 0]; in dump_to_3ds()
125 m->texelL[j][0] = psMesh->textureArray[0][j * 6 + 0]; in dump_to_3ds()
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H A Dwzmviewer.c125 MESH *psMesh = &psModel->mesh[i]; in main() local
127 for (j = 0; j < psMesh->vertices * 3; j++) in main()
129 dimension = MAX(fabs(psMesh->vertexArray[j]), dimension); in main()
178 MESH *psMesh = &psModel->mesh[i]; in main() local
180 if (!psMesh->teamColours) in main()
185 if (psMesh->currentTextureArray < 7) in main()
187 psMesh->currentTextureArray++; in main()
191 psMesh->currentTextureArray = 0; in main()
/dports/games/warzone2100/warzone2100/tools/qwzm/
H A Dwzmutils.c63 assert(psMesh); in drawMesh()
66 FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame]; in drawMesh()
73 assert(psMesh->currentFrame < psMesh->frames); in drawMesh()
75 if (psMesh->currentFrame == psMesh->frames - 1) in drawMesh()
81 nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1]; in drawMesh()
131 psFrame = &psMesh->frameArray[psMesh->currentFrame]; in drawModel()
133 assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0); in drawModel()
138 if (psMesh->currentFrame >= psMesh->frames) in drawModel()
174 psMesh->faces = 0; in createModel()
175 psMesh->frames = 0; in createModel()
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H A Dconversion.cpp244 psMesh->teamColours = true; in loadPIE()
248 psMesh->teamColours = false; in loadPIE()
255 psMesh->faces = facesWZM; in loadPIE()
261 psMesh->textureArray[j] = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 2); in loadPIE()
397 psMesh->frames = 0; in loadPIE()
402 psMesh->frameArray = (FRAME*)malloc(sizeof(FRAME) * psMesh->frames); in loadPIE()
421 psMesh->connectorArray = (CONNECTOR *)malloc(sizeof(CONNECTOR) * psMesh->connectors); in loadPIE()
497 psMesh->faces = m->faces; in load3DS()
498 psMesh->vertexArray = (GLfloat*)malloc(sizeof(GLfloat) * psMesh->vertices * 3); in load3DS()
499 psMesh->indexArray = (GLuint*)malloc(sizeof(GLuint) * psMesh->faces * 3); in load3DS()
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H A Dqwzm.cpp299 if(psMesh->frames <= 0) in tick()
303 else if(psMesh->currentFrame >= psMesh->frames || psMesh->currentFrame < 0) in tick()
305 psMesh->currentFrame = 0; in tick()
340 psMesh->currentFrame = 0; in toggleAnimation()
341 psMesh->lastChange = 0; in toggleAnimation()
377 free(psMesh->frameArray); in reloadFrames()
378 psMesh->frameArray = (FRAME *)malloc(sizeof(FRAME) * psMesh->frames); in reloadFrames()
394 if(psMesh->frames <= 0) in reloadFrames()
396 psMesh->currentFrame = -1; in reloadFrames()
398 else if(psMesh->currentFrame >= psMesh->frames || psMesh->currentFrame < 0) in reloadFrames()
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H A Dwzmglwidget.cpp106 MESH *psMesh = &psModel->mesh[i]; in setTeam() local
108 if (!psMesh->teamColours) in setTeam()
112 psMesh->currentTextureArray = index; in setTeam()
137 MESH *psMesh = &psModel->mesh[i]; in setModel() local
139 for (int j = 0; j < psMesh->vertices * 3; j++) in setModel()
141 dimension = MAX(fabs(psMesh->vertexArray[j]), dimension); in setModel()
/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/
H A DDisplay.h165 aiMesh* psMesh; member
H A DDisplay.cpp263 info.psMesh = pcMesh; in AddMeshToDisplayList()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/
H A DDisplay.h165 aiMesh* psMesh; member
H A DDisplay.cpp261 info.psMesh = pcMesh; in AddMeshToDisplayList()