Searched refs:psMesh (Results 1 – 11 of 11) sorted by relevance
75 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()[all …]
95 MESH *psMesh = &psModel->mesh[i]; in dump_to_3ds() local108 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()[all …]
125 MESH *psMesh = &psModel->mesh[i]; in main() local127 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() local180 if (!psMesh->teamColours) in main()185 if (psMesh->currentTextureArray < 7) in main()187 psMesh->currentTextureArray++; in main()191 psMesh->currentTextureArray = 0; in main()
63 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()[all …]
244 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()[all …]
299 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()[all …]
106 MESH *psMesh = &psModel->mesh[i]; in setTeam() local108 if (!psMesh->teamColours) in setTeam()112 psMesh->currentTextureArray = index; in setTeam()137 MESH *psMesh = &psModel->mesh[i]; in setModel() local139 for (int j = 0; j < psMesh->vertices * 3; j++) in setModel()141 dimension = MAX(fabs(psMesh->vertexArray[j]), dimension); in setModel()
165 aiMesh* psMesh; member
263 info.psMesh = pcMesh; in AddMeshToDisplayList()
261 info.psMesh = pcMesh; in AddMeshToDisplayList()