Searched refs:m_TextureIdArray (Results 1 – 2 of 2) sorted by relevance
29 m_TextureIdArray[textureArrayIndex] = 0; in RenderSystemDrawing()91 m_TextureIdArray[textureArrayIndex] = 0; in InitializeTexturedTriangles()125 GLuint textureId = m_TextureIdArray[textureArrayIndex]; in Finalize()129 m_TextureIdArray[textureArrayIndex] = 0; in Finalize()336 m_TextureIdArray[textureArrayIndex] = textureId; in GenerateTexture()364 m_TextureIdArray[textureArrayIndex] = 0; in DeleteTexture()384 if ( textureId == m_TextureIdArray[textureArrayIndex] ) in FindTextureArrayIndex()536 if ( m_TextureIdArray[textureArrayIndex] != 0 ) in FlushTexturedPrimitives()542 GLuint textureId = m_TextureIdArray[textureArrayIndex]; in FlushTexturedPrimitives()
375 GLuint m_TextureIdArray[demo::MAX_TEXTURES_NUM]; variable