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

/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingVertex/
DLightingVertex.cpp106 for(int col = 0; col < COL_NUM; col++) in LoadSphere() local
109 s_Vtx.pos[row * COL_NUM + col][0] =(GLfloat)sin(deltaROW * row) * cos(deltaCOL * col); in LoadSphere()
110 s_Vtx.pos[row * COL_NUM + col][1] =(GLfloat)cos(deltaROW * row); in LoadSphere()
111 s_Vtx.pos[row * COL_NUM + col][2] =(GLfloat)sin(deltaROW * row) * sin(deltaCOL * col); in LoadSphere()
113 s_Vtx.nor[row * COL_NUM + col][0] =(GLfloat)sin(deltaROW * row) * cos(deltaCOL * col); in LoadSphere()
114 s_Vtx.nor[row * COL_NUM + col][1] =(GLfloat)cos(deltaROW * row); in LoadSphere()
115 s_Vtx.nor[row * COL_NUM + col][2] =(GLfloat)sin(deltaROW * row) * sin(deltaCOL * col); in LoadSphere()
123 for(int col = 0; col < COL_NUM; col++) in LoadSphere() local
125 s_Idx[i++] = __INDEX(row + 1, col); in LoadSphere()
126 s_Idx[i++] = __INDEX(row, col); in LoadSphere()
/CTR-SDK-4.2.7-SampleDemos/demo2/
Dgraphics.cpp99 for(int col = 0; col < COL_NUM; col++) in LoadSphere() local
102 …s_Vtx.pos[row * COL_NUM + col][0] =0.5f * (GLfloat)nn::math::SinRad(deltaROW * row) * nn::math::Co… in LoadSphere()
103 s_Vtx.pos[row * COL_NUM + col][1] =0.5f * (GLfloat)nn::math::CosRad(deltaROW * row); in LoadSphere()
104 …s_Vtx.pos[row * COL_NUM + col][2] =0.5f * (GLfloat)nn::math::SinRad(deltaROW * row) * nn::math::Si… in LoadSphere()
106 …s_Vtx.nor[row * COL_NUM + col][0] =0.5f * (GLfloat)nn::math::SinRad(deltaROW * row) * nn::math::Co… in LoadSphere()
107 s_Vtx.nor[row * COL_NUM + col][1] =0.5f * (GLfloat)nn::math::CosRad(deltaROW * row); in LoadSphere()
108 …s_Vtx.nor[row * COL_NUM + col][2] =0.5f * (GLfloat)nn::math::SinRad(deltaROW * row) * nn::math::Si… in LoadSphere()
116 for(int col = 0; col < COL_NUM; col++) in LoadSphere() local
118 s_Idx[i++] = __INDEX(row + 1, col); in LoadSphere()
119 s_Idx[i++] = __INDEX(row, col); in LoadSphere()
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingFresnel/
DLightingFresnel.cpp308 for (int col = 0; col < 3; col++) in DrawFrame() local
310 ma[col] = car.patch[j].ambient[col]; in DrawFrame()
311 md[col] = car.patch[j].diffuse[col]; in DrawFrame()
312 ms[col] = car.patch[j].specular[col]; in DrawFrame()
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingAniso/
DLightingAniso.cpp360 for (int col = 0; col < 3; col++) in DrawFrame() local
362 ma[col] = kimono.patch[j].ambient[col]; in DrawFrame()
363 md[col] = kimono.patch[j].diffuse[col]; in DrawFrame()
364 ms[col] = kimono.patch[j].specular[col]; in DrawFrame()
/CTR-SDK-4.2.7-SampleDemos/gx/DMPGL/LightingSss/
DLightingSss.cpp418 for (int col = 0; col < 3; col++) in DrawFrame() local
420 ma[col] = hand.patch[j].ambient[col]; in DrawFrame()
421 md[col] = hand.patch[j].diffuse[col]; in DrawFrame()
422 ms[col] = hand.patch[j].specular[col]; in DrawFrame()
/CTR-SDK-4.2.7-SampleDemos/common/libraries/demo/Utility/
Ddemo_TextureConverter.cpp120 for (s32 col = 0; col < textureInformation.blocksInRow; col++) in ConvertGLTextureToNative() local
123 ReadBlock(row * textureInformation.blocksInRow + col, blockBuf, &textureInformation); in ConvertGLTextureToNative()
125 WriteBlock(row * textureInformation.blocksInRow + col, blockBuf, &textureInformation); in ConvertGLTextureToNative()