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Searched refs:vec (Results 1 – 5 of 5) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_ShaderProgram.h200 void SetUniversal(int index, const math::VEC4& vec) const in SetUniversal() argument
202 internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_UNIVREG_INDEX + index, 1, vec); in SetUniversal()
300 …Uniform location, const math::VEC2& vec) const { glUniform2fv(m_UniformLocation->GetUniformLocatio… in SetUniform() argument
307 …Uniform location, const math::VEC3& vec) const { glUniform3fv(m_UniformLocation->GetUniformLocatio… in SetUniform() argument
314 …Uniform location, const math::VEC4& vec) const { glUniform4fv(m_UniformLocation->GetUniformLocatio… in SetUniform() argument
350 …location, const math::VEC2* vec, int count) const { glUniform2fv(m_UniformLocation->GetUniformLoca… in SetUniforms() argument
358 …location, const math::VEC3* vec, int count) const { glUniform3fv(m_UniformLocation->GetUniformLoca… in SetUniforms() argument
366 …location, const math::VEC4* vec, int count) const { glUniform4fv(m_UniformLocation->GetUniformLoca… in SetUniforms() argument
/NW4C-2.0.3/include/nw/ut/
Dut_ResTypes.h283 operator nw::math::VEC2() const { nw::math::VEC2 vec; vec.x = x; vec.y = y; return vec; } in VEC2() local
295 nw::math::VEC3 vec; vec.x = x; vec.y = y; vec.z = z; return vec; in VEC3() local
309 nw::math::VEC4 vec; vec.x = x; vec.y = y; vec.z = z; vec.w = w; return vec; in VEC4() local
Dut_Color.h595 /* ctor */ /* implicit */ FloatColor(const nw::math::VEC4& vec) in FloatColor()
596 : r(vec.x), g(vec.y), b(vec.z), a(vec.w) in FloatColor()
655 SelfType& operator =(const nw::math::VEC4& vec)
657 this->Set( vec.x, vec.y, vec.z, vec.w );
/NW4C-2.0.3/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp36 const nw::math::VEC2& vec) in Transform() argument
39 mtx.f._00 * vec.x + mtx.f._01 * vec.y, in Transform()
40 mtx.f._10 * vec.x + mtx.f._11 * vec.y); in Transform()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_MeshRenderer.cpp236 isIllegal(const math::VEC3& vec) in isIllegal() argument
238 return isIllegal(vec.x) || isIllegal(vec.y) || isIllegal(vec.z); in isIllegal()