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Searched refs:nTile (Results 1 – 3 of 3) sorted by relevance

/RvlSDK-3.1.4/build/libraries/G2D/src/
DG2D.c180 u8 nTile; // 8 bits per index in FillSection() local
193 nTile = ((u8 *)layer->map)[nK + ((nI + nMapX) & nHMask)]; in FillSection()
194 nMaterial = layer->tileDesc[nTile].nMaterial; in FillSection()
203 *((u16 *)&aSortBuffer[*nIdx]) = (u16)nTile; in FillSection()
240 nTile = ((u8 *)layer->map)[nK]; in FillSection()
244 nTile = ((u8 *)layer->map)[nK + nHMask]; in FillSection()
248 nTile = ((u8 *)layer->map)[nK + nI]; in FillSection()
251 nMaterial = layer->tileDesc[nTile].nMaterial; in FillSection()
260 *((u16 *)&aSortBuffer[*nIdx]) = (u16)nTile; in FillSection()
275 u16 nTile; // 16 bits per index in FillSection() local
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/RvlSDK-3.1.4/build/demos/gxdemo/src/G2D/
DG2D-testPhy.c241 s32 nTile; // Index of tile (shifted left by 2 to index tileDesc array) in Collide() local
245 nTile = map[(nMx & (nMapWidth-1)) + ((nMy & (nMapHeight-1)) * nMapWidth)]; in Collide()
246 nCollType = lyrBack.tileDesc[nTile].aUser[1]; in Collide()
262 nRtn = lyrBack.tileDesc[nTile].aUser[0]; in Collide()
/RvlSDK-3.1.4/build/demos/hio2demo/vc++/multi/
Dmulti.rc345 ID_WINDOW_TILE_HORZ "Arrange windows as non-overlapping tiles\nTile Windows"
346 ID_WINDOW_TILE_VERT "Arrange windows as non-overlapping tiles\nTile Windows"