Searched refs:textureArrays (Results 1 – 6 of 6) sorted by relevance
/dports/games/warzone2100/warzone2100/tools/conversion/ |
H A D | pie2wzm.c | 151 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()
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/dports/games/warzone2100/warzone2100/tools/qwzm/ |
H A D | conversion.cpp | 218 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() [all …]
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H A D | wzmutils.c | 177 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()
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H A D | wzmutils.h | 69 int faces, vertices, frames, textureArrays, connectors; member
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/dports/games/warzone2100/warzone2100/tools/display/ |
H A D | wzmutils.c | 166 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()
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H A D | wzmutils.h | 66 int faces, vertices, frames, textureArrays, connectors; member
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