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Searched refs:textureArrays (Results 1 – 6 of 6) sorted by relevance

/dports/games/warzone2100/warzone2100/tools/conversion/
H A Dpie2wzm.c151 int j, points, faces, facesWZM, faceCount, pointsWZM, pointCount, textureArrays = 1; in dump_to_wzm() local
270 if (textureArrays < faceList[j].frames) in dump_to_wzm()
272 textureArrays = faceList[j].frames; in dump_to_wzm()
292 if (textureArrays == 8 && !assumeAnimation) // guesswork in dump_to_wzm()
323 fprintf(ctl, "\nTEXTUREARRAYS %d", textureArrays); in dump_to_wzm()
325 for (z = 0; z < textureArrays; z++) in dump_to_wzm()
388 if (textureArrays == 1 || (textureArrays == 8 && !assumeAnimation)) in dump_to_wzm()
395 fprintf(ctl, "\nFRAMES %d", textureArrays); in dump_to_wzm()
396 for (j = 0; j < textureArrays; j++) in dump_to_wzm()
/dports/games/warzone2100/warzone2100/tools/qwzm/
H A Dconversion.cpp218 if (textureArrays < faceList[j].frames) in loadPIE()
220 textureArrays = faceList[j].frames; in loadPIE()
242 if (textureArrays == 8 && !assumeAnimation) // guesswork in loadPIE()
258 psMesh->textureArrays = textureArrays; in loadPIE()
259 for (j = 0; j < textureArrays; j++) in loadPIE()
281 for (z = 0; z < textureArrays; z++) in loadPIE()
395 if (textureArrays == 1 || (textureArrays == 8 && !assumeAnimation)) in loadPIE()
401 psMesh->frames = textureArrays; in loadPIE()
403 for (j = 0; j < textureArrays; j++) in loadPIE()
696 if (mesh->textureArrays > 1) in savePIE()
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H A Dwzmutils.c177 psMesh->textureArrays = 0; in createModel()
317 fprintf(fp, "TEXTUREARRAYS %d", psMesh->textureArrays); in saveModel()
318 for (j = 0; j < psMesh->textureArrays; j++) in saveModel()
484 psMesh->textureArrays = x; in readModel()
485 for (j = 0; j < psMesh->textureArrays; j++) in readModel()
H A Dwzmutils.h69 int faces, vertices, frames, textureArrays, connectors; member
/dports/games/warzone2100/warzone2100/tools/display/
H A Dwzmutils.c166 psMesh->textureArrays = 0; in createModel()
306 fprintf(fp, "TEXTUREARRAYS %d", psMesh->textureArrays); in saveModel()
307 for (j = 0; j < psMesh->textureArrays; j++) in saveModel()
454 psMesh->textureArrays = x; in readModel()
455 for (j = 0; j < psMesh->textureArrays; j++) in readModel()
H A Dwzmutils.h66 int faces, vertices, frames, textureArrays, connectors; member