Searched refs:Float32ToBits24 (Results 1 – 7 of 7) sorted by relevance
98 nw::ut::Float24::Float32ToBits24( (width) / 2.0f ), \101 nw::ut::Float24::Float32ToBits24( (height) / 2.0f ), \172 nw::ut::Float24::Float32ToBits24( \175 nw::ut::Float24::Float32ToBits24( \
148 s_DepthRange24 = ut::Float24::Float32ToBits24(s_DepthRangeNear - s_DepthRangeFar); in SetDepthRange()162 s_WScale24 = ut::Float24::Float32ToBits24(-wscale); in SetWScale()623 nw::ut::Float24::Float32ToBits24( viewport.GetBound().GetWidth() / 2.f ), in ActivateViewport()626 nw::ut::Float24::Float32ToBits24( viewport.GetBound().GetHeight()/2.f ), in ActivateViewport()993 COMMAND[4] = ut::Float24::Float32ToBits24(zBias); in ActivatePolygonOffset()
309 data[j] = ut::Float24::Float32ToBits24(fdata[j]); in SetVertexParameter()
42 u32 GraphicsDevice::s_DepthRange24 = ut::Float24::Float32ToBits24( -1.0f );
448 data[j] = ut::Float24::Float32ToBits24( fdata[j] ); in SetupActivateVertexAttributeCommand_()478 command[commandIndex + 2] = (ut::Float24::Float32ToBits24( 1.0f ) << 8); in SetupActivateVertexAttributeCommand_()
161 data[j] = ut::Float24::Float32ToBits24(fdata[j]); in SetupParticleVertexAttributeCommand()
97 u32 GetFloat24Value() const { return Float32ToBits24( m_Float32 ); } in GetFloat24Value()158 static u32 Float32ToBits24(f32 value) in Float32ToBits24() function