Searched refs:col (Results 1 – 6 of 6) sorted by relevance
106 for(int col = 0; col < COL_NUM; col++) in LoadSphere() local109 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() local125 s_Idx[i++] = __INDEX(row + 1, col); in LoadSphere()126 s_Idx[i++] = __INDEX(row, col); in LoadSphere()
99 for(int col = 0; col < COL_NUM; col++) in LoadSphere() local102 …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() local118 s_Idx[i++] = __INDEX(row + 1, col); in LoadSphere()119 s_Idx[i++] = __INDEX(row, col); in LoadSphere()
308 for (int col = 0; col < 3; col++) in DrawFrame() local310 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()
360 for (int col = 0; col < 3; col++) in DrawFrame() local362 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()
418 for (int col = 0; col < 3; col++) in DrawFrame() local420 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()
120 for (s32 col = 0; col < textureInformation.blocksInRow; col++) in ConvertGLTextureToNative() local123 ReadBlock(row * textureInformation.blocksInRow + col, blockBuf, &textureInformation); in ConvertGLTextureToNative()125 WriteBlock(row * textureInformation.blocksInRow + col, blockBuf, &textureInformation); in ConvertGLTextureToNative()