Lines Matching defs:group
37 GLMgroup* group;
87 group = model->groups;
88 while (group) {
91 model->materials[group->material].ambient);
93 model->materials[group->material].diffuse);
95 model->materials[group->material].specular);
97 model->materials[group->material].shininess);
101 glColor3fv(model->materials[group->material].diffuse);
104 for (i = 0; i < group->numtriangles; i++) {
106 glNormal3fv(&model->facetnorms[3 * T(group->triangles[i]).findex]);
109 glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[0]]);
111 glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[0]]);
112 glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[0]]);
115 model->vertices[3 * T(group->triangles[i]).vindices[0] + X],
116 model->vertices[3 * T(group->triangles[i]).vindices[0] + Y],
117 model->vertices[3 * T(group->triangles[i]).vindices[0] + Z]);
121 glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[1]]);
123 glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[1]]);
124 glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[1]]);
127 model->vertices[3 * T(group->triangles[i]).vindices[1] + X],
128 model->vertices[3 * T(group->triangles[i]).vindices[1] + Y],
129 model->vertices[3 * T(group->triangles[i]).vindices[1] + Z]);
133 glNormal3fv(&model->normals[3 * T(group->triangles[i]).nindices[2]]);
135 glTexCoord2fv(&model->texcoords[2*T(group->triangles[i]).tindices[2]]);
136 glVertex3fv(&model->vertices[3 * T(group->triangles[i]).vindices[2]]);
139 model->vertices[3 * T(group->triangles[i]).vindices[2] + X],
140 model->vertices[3 * T(group->triangles[i]).vindices[2] + Y],
141 model->vertices[3 * T(group->triangles[i]).vindices[2] + Z]);
146 group = group->next;
159 GLMgroup* group;
214 for (group = model->groups; group; group = group->next) {
215 if (group->numtriangles > 0) {
216 totalIndexes += 3 * group->numtriangles;
228 for (group = model->groups; group; group = group->next) {
229 if (group->numtriangles > 0) {
230 int bytes = 3 * group->numtriangles * sizeof(uint);
231 memcpy(ib, group->triIndexes, bytes);
232 totalIndexes += 3 * group->numtriangles;
233 group->indexVboOffset = ib - ibuffer;
292 GLMgroup* group;
321 for (group = model->groups; group; group = group->next) {
322 if (group->numtriangles > 0) {
324 if (group->material != prevMaterial) {
325 glmShaderMaterial(&model->materials[group->material]);
326 prevMaterial = group->material;
330 group->minIndex, group->maxIndex,
331 3 * group->numtriangles,
333 (void *) (GLintptr) group->indexVboOffset);