Lines Matching +defs:v +defs:ri

394 static void StarTextureEval(float u, float v, float,  in StarTextureEval()  argument
411 static void GlareTextureEval(float u, float v, float, in GlareTextureEval() argument
425 static void ShadowTextureEval(float u, float v, float, in ShadowTextureEval() argument
465 void ShadowTextureFunction::operator()(float u, float v, float, in operator ()() argument
514 Vec3f v(x, y, z); in IllumMapEval() local
2251 Vec3d v = pos - starPos; in astrocentricPosition() local
2282 Vec3d v = ((*iter)->getPosition(t) - observerPos) * in setupLightSources() local
3711 Vec3d v = brightestStar->getPosition(now) - center; in draw() local
4655 Vec3f v = (float) cos(theta) * uAxis + (float) sin(theta) * vAxis; in renderAtmosphere() local
4740 Vec3f v = -e * (1 - t) + w * t; in ellipsoidTangent() local
4938 Vec3f v; in renderEllipsoidAtmosphere() local
5306 const RenderInfo& ri, in renderModelDefault()
5362 static void renderSphereDefault(const RenderInfo& ri, in renderSphereDefault()
5440 static void renderSphere_Combiners(const RenderInfo& ri, in renderSphere_Combiners()
5529 static void renderSphere_DOT3_VP(const RenderInfo& ri, in renderSphere_DOT3_VP()
5734 static void renderSphere_Combiners_VP(const RenderInfo& ri, in renderSphere_Combiners_VP()
5971 static void renderSphere_FP_VP(const RenderInfo& ri, in renderSphere_FP_VP()
6149 const RenderInfo& ri, in renderShadowedGeometryDefault()
6202 static void renderShadowedGeometryVertexShader(const RenderInfo& ri, in renderShadowedGeometryVertexShader()
6226 RenderInfo& ri, in renderRings()
6452 RenderInfo& ri, in renderEclipseShadows()
6599 RenderInfo& ri, in renderEclipseShadows_Shaders()
6719 RenderInfo& ri, in renderRingShadowsVS()
7172 RenderInfo ri; in renderObject() local
8196 static void ProcessCometTailVertex(const CometTailVertex& v, in ProcessCometTailVertex()
8349 Vec3f v = cometPoints[1] - cometPoints[0]; in renderCometTail() local
9028 … Vec3d v(iter->position.x - p.x, iter->position.y - p.y, iter->position.z - p.z); in buildLabelLists() local
10150 static Vec3d toStandardCoords(const Vec3d& v) in toStandardCoords()
10208 Vec3d v = zenithDirection ^ northPole; in renderSkyGrids() local
10258 Vec3f v = Vec3f(0, 1, 0) * m; in renderSelectionPointer() local