Lines Matching refs:D3DVALUE

47 typedef float D3DVALUE, *LPD3DVALUE;  typedef
151 D3DVALUE r;
152 D3DVALUE dvR;
155 D3DVALUE g;
156 D3DVALUE dvG;
159 D3DVALUE b;
160 D3DVALUE dvB;
163 D3DVALUE a;
164 D3DVALUE dvA;
206 D3DVALUE x;
207 D3DVALUE dvX;
210 D3DVALUE y;
211 D3DVALUE dvY;
214 D3DVALUE z;
215 D3DVALUE dvZ;
227 _D3DVECTOR(D3DVALUE f);
228 _D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z);
229 _D3DVECTOR(const D3DVALUE f[3]);
235 const D3DVALUE&operator[](int i) const;
236 D3DVALUE&operator[](int i);
246 _D3DVECTOR& operator *= (D3DVALUE s);
247 _D3DVECTOR& operator /= (D3DVALUE s);
265 friend _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s);
266 friend _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v);
267 friend _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s);
280 friend D3DVALUE SquareMagnitude (const _D3DVECTOR& v);
281 friend D3DVALUE Magnitude (const _D3DVECTOR& v);
287 friend D3DVALUE Min (const _D3DVECTOR& v);
288 friend D3DVALUE Max (const _D3DVECTOR& v);
295 friend D3DVALUE DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2);
325 D3DVALUE hx;
326 D3DVALUE dvHX;
329 D3DVALUE hy;
330 D3DVALUE dvHY;
333 D3DVALUE hz;
334 D3DVALUE dvHZ;
343 D3DVALUE sx; /* Screen coordinates */
344 D3DVALUE dvSX;
347 D3DVALUE sy;
348 D3DVALUE dvSY;
351 D3DVALUE sz;
352 D3DVALUE dvSZ;
355 D3DVALUE rhw; /* Reciprocal of homogeneous w */
356 D3DVALUE dvRHW;
367 D3DVALUE tu; /* Texture coordinates */
368 D3DVALUE dvTU;
371 D3DVALUE tv;
372 D3DVALUE dvTV;
393 D3DVALUE x; /* Homogeneous coordinates */
394 D3DVALUE dvX;
397 D3DVALUE y;
398 D3DVALUE dvY;
401 D3DVALUE z;
402 D3DVALUE dvZ;
414 D3DVALUE tu; /* Texture coordinates */
415 D3DVALUE dvTU;
418 D3DVALUE tv;
419 D3DVALUE dvTV;
441 D3DVALUE x; /* Homogeneous coordinates */
442 D3DVALUE dvX;
445 D3DVALUE y;
446 D3DVALUE dvY;
449 D3DVALUE z;
450 D3DVALUE dvZ;
453 D3DVALUE nx; /* Normal */
454 D3DVALUE dvNX;
457 D3DVALUE ny;
458 D3DVALUE dvNY;
461 D3DVALUE nz;
462 D3DVALUE dvNZ;
465 D3DVALUE tu; /* Texture coordinates */
466 D3DVALUE dvTU;
469 D3DVALUE tv;
470 D3DVALUE dvTV;
498 D3DVALUE _11, _12, _13, _14;
499 D3DVALUE _21, _22, _23, _24;
500 D3DVALUE _31, _32, _33, _34;
501 D3DVALUE _41, _42, _43, _44;
506 D3DVALUE m[4][4];
509 _D3DMATRIX( D3DVALUE _m00, D3DVALUE _m01, D3DVALUE _m02, D3DVALUE _m03, in _D3DMATRIX()
510 D3DVALUE _m10, D3DVALUE _m11, D3DVALUE _m12, D3DVALUE _m13, in _D3DMATRIX()
511 D3DVALUE _m20, D3DVALUE _m21, D3DVALUE _m22, D3DVALUE _m23, in _D3DMATRIX()
512 D3DVALUE _m30, D3DVALUE _m31, D3DVALUE _m32, D3DVALUE _m33 in _D3DMATRIX()
521 D3DVALUE& operator()(int iRow, int iColumn) { return m[iRow][iColumn]; } in operator()
522 const D3DVALUE& operator()(int iRow, int iColumn) const { return m[iRow][iColumn]; } in operator()
543 D3DVALUE dvScaleX; /* Scale homogeneous to screen */
544 D3DVALUE dvScaleY; /* Scale homogeneous to screen */
545 D3DVALUE dvMaxX; /* Min/max homogeneous x coord */
546 D3DVALUE dvMaxY; /* Min/max homogeneous y coord */
547 D3DVALUE dvMinZ;
548 D3DVALUE dvMaxZ; /* Min/max homogeneous z coord */
558 D3DVALUE dvClipX; /* Top left of clip volume */
559 D3DVALUE dvClipY;
560 D3DVALUE dvClipWidth; /* Clip Volume Dimensions */
561 D3DVALUE dvClipHeight;
562 D3DVALUE dvMinZ; /* Min/max of clip Volume */
563 D3DVALUE dvMaxZ;
573 D3DVALUE dvMinZ; /* Min/max of clip Volume */
574 D3DVALUE dvMaxZ;
726 D3DVALUE power; /* Sharpness if specular highlight */
727 D3DVALUE dvPower;
753 D3DVALUE power; /* Sharpness if specular highlight */
754 D3DVALUE dvPower;
791 D3DVALUE dvRange; /* Cutoff range */
792 D3DVALUE dvFalloff; /* Falloff */
793 D3DVALUE dvAttenuation0; /* Constant attenuation */
794 D3DVALUE dvAttenuation1; /* Linear attenuation */
795 D3DVALUE dvAttenuation2; /* Quadratic attenuation */
796 D3DVALUE dvTheta; /* Inner angle of spotlight cone */
797 D3DVALUE dvPhi; /* Outer angle of spotlight cone */
809 D3DVALUE dvRange; /* Cutoff range */
810 D3DVALUE dvFalloff; /* Falloff */
811 D3DVALUE dvAttenuation0; /* Constant attenuation */
812 D3DVALUE dvAttenuation1; /* Linear attenuation */
813 D3DVALUE dvAttenuation2; /* Quadratic attenuation */
814 D3DVALUE dvTheta; /* Inner angle of spotlight cone */
815 D3DVALUE dvPhi; /* Outer angle of spotlight cone */
839 D3DVALUE dvRange; /* Cutoff range */
840 D3DVALUE dvFalloff; /* Falloff */
841 D3DVALUE dvAttenuation0; /* Constant attenuation */
842 D3DVALUE dvAttenuation1; /* Linear attenuation */
843 D3DVALUE dvAttenuation2; /* Quadratic attenuation */
844 D3DVALUE dvTheta; /* Inner angle of spotlight cone */
845 D3DVALUE dvPhi; /* Outer angle of spotlight cone */
930 D3DVALUE dvZ;
1545 D3DVALUE dvArg[1];