Lines Matching refs:radiusLow
167 GLfloat radiusLow, radiusHigh;
261 radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
282 glVertex3f(radiusLow * sinCache[i],
283 radiusLow * cosCache[i], zLow);
301 glVertex3f(radiusLow * sinCache[i],
302 radiusLow * cosCache[i], zLow);
324 radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
330 glVertex3f(radiusLow * sintemp,
331 radiusLow * costemp, zLow);
339 radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
358 glVertex3f(radiusLow * sinCache[i],
359 radiusLow * cosCache[i], zLow);
367 radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
386 glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i],
406 radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
412 glVertex3f(radiusLow * sintemp,
413 radiusLow * costemp, zLow);
441 GLfloat radiusLow, radiusHigh;
508 radiusLow = outerRadius -
511 texLow = radiusLow / outerRadius / 2;
520 glVertex3f(radiusLow * sinCache[i],
521 radiusLow * cosCache[i], 0.0);
529 glVertex3f(radiusLow * sinCache[i],
530 radiusLow * cosCache[i], 0.0);
538 radiusLow = outerRadius - deltaRadius * ((float) j / loops);
541 texLow = radiusLow / outerRadius / 2;
552 glVertex3f(radiusLow * sinCache[i],
553 radiusLow * cosCache[i], 0.0);
573 glVertex3f(radiusLow * sinCache[i],
574 radiusLow * cosCache[i], 0.0);
586 radiusLow = outerRadius - deltaRadius * ((float) j / loops);
589 texLow = radiusLow / outerRadius / 2;
594 glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
615 radiusLow = outerRadius - deltaRadius * ((float) j / loops);
617 texLow = radiusLow / outerRadius / 2;
626 glVertex3f(radiusLow * sinCache[i],
627 radiusLow * cosCache[i], 0.0);
636 radiusLow = outerRadius - deltaRadius * ((float) j / loops);
638 texLow = radiusLow / outerRadius / 2;
645 glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
657 radiusLow = outerRadius - deltaRadius * ((float) j / loops);
660 texLow = radiusLow / outerRadius / 2;
664 glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
670 radiusLow = outerRadius - deltaRadius * ((float) j / loops);
672 texLow = radiusLow / outerRadius / 2;
681 glVertex3f(radiusLow * sinCache[i],
682 radiusLow * cosCache[i], 0.0);