Searched refs:Float32ToBits24 (Results 1 – 7 of 7) sorted by relevance
100 nw::ut::Float24::Float32ToBits24( (width) / 2.0f ), \103 nw::ut::Float24::Float32ToBits24( (height) / 2.0f ), \174 nw::ut::Float24::Float32ToBits24( \177 nw::ut::Float24::Float32ToBits24( \
150 s_DepthRange24 = ut::Float24::Float32ToBits24(s_DepthRangeNear - s_DepthRangeFar); in SetDepthRange()164 s_WScale24 = ut::Float24::Float32ToBits24(-wscale); in SetWScale()625 nw::ut::Float24::Float32ToBits24( viewport.GetBound().GetWidth() / 2.f ), in ActivateViewport()628 nw::ut::Float24::Float32ToBits24( viewport.GetBound().GetHeight()/2.f ), in ActivateViewport()995 COMMAND[4] = ut::Float24::Float32ToBits24(zBias); in ActivatePolygonOffset()
311 data[j] = ut::Float24::Float32ToBits24(fdata[j]); in SetVertexParameter()
44 u32 GraphicsDevice::s_DepthRange24 = ut::Float24::Float32ToBits24( -1.0f );
450 data[j] = ut::Float24::Float32ToBits24( fdata[j] ); in SetupActivateVertexAttributeCommand_()480 command[commandIndex + 2] = (ut::Float24::Float32ToBits24( 1.0f ) << 8); in SetupActivateVertexAttributeCommand_()
163 data[j] = ut::Float24::Float32ToBits24(fdata[j]); in SetupParticleVertexAttributeCommand()
99 u32 GetFloat24Value() const { return Float32ToBits24( m_Float32 ); } in GetFloat24Value()160 static u32 Float32ToBits24(f32 value) in Float32ToBits24() function