Lines Matching refs:D3DVALUE

32 typedef float D3DVALUE, *LPD3DVALUE;  typedef
115 D3DVALUE r;
116 D3DVALUE dvR;
119 D3DVALUE g;
120 D3DVALUE dvG;
123 D3DVALUE b;
124 D3DVALUE dvB;
127 D3DVALUE a;
128 D3DVALUE dvA;
153 D3DVALUE x;
154 D3DVALUE dvX;
157 D3DVALUE y;
158 D3DVALUE dvY;
161 D3DVALUE z;
162 D3DVALUE dvZ;
178 D3DVALUE hx;
179 D3DVALUE dvHX;
182 D3DVALUE hy;
183 D3DVALUE dvHY;
186 D3DVALUE hz;
187 D3DVALUE dvHZ;
196 D3DVALUE sx; /* Screen coordinates */
197 D3DVALUE dvSX;
200 D3DVALUE sy;
201 D3DVALUE dvSY;
204 D3DVALUE sz;
205 D3DVALUE dvSZ;
208 D3DVALUE rhw; /* Reciprocal of homogeneous w */
209 D3DVALUE dvRHW;
220 D3DVALUE tu; /* Texture coordinates */
221 D3DVALUE dvTU;
224 D3DVALUE tv;
225 D3DVALUE dvTV;
234 D3DVALUE x; /* Homogeneous coordinates */
235 D3DVALUE dvX;
238 D3DVALUE y;
239 D3DVALUE dvY;
242 D3DVALUE z;
243 D3DVALUE dvZ;
255 D3DVALUE tu; /* Texture coordinates */
256 D3DVALUE dvTU;
259 D3DVALUE tv;
260 D3DVALUE dvTV;
270 D3DVALUE x; /* Homogeneous coordinates */
271 D3DVALUE dvX;
274 D3DVALUE y;
275 D3DVALUE dvY;
278 D3DVALUE z;
279 D3DVALUE dvZ;
282 D3DVALUE nx; /* Normal */
283 D3DVALUE dvNX;
286 D3DVALUE ny;
287 D3DVALUE dvNY;
290 D3DVALUE nz;
291 D3DVALUE dvNZ;
294 D3DVALUE tu; /* Texture coordinates */
295 D3DVALUE dvTU;
298 D3DVALUE tv;
299 D3DVALUE dvTV;
308 D3DVALUE _11, _12, _13, _14;
309 D3DVALUE _21, _22, _23, _24;
310 D3DVALUE _31, _32, _33, _34;
311 D3DVALUE _41, _42, _43, _44;
320 D3DVALUE dvScaleX; /* Scale homogeneous to screen */
321 D3DVALUE dvScaleY; /* Scale homogeneous to screen */
322 D3DVALUE dvMaxX; /* Min/max homogeneous x coord */
323 D3DVALUE dvMaxY; /* Min/max homogeneous y coord */
324 D3DVALUE dvMinZ;
325 D3DVALUE dvMaxZ; /* Min/max homogeneous z coord */
458 D3DVALUE power; /* Sharpness if specular highlight */
459 D3DVALUE dvPower;
482 D3DVALUE dvRange; /* Cutoff range */
483 D3DVALUE dvFalloff; /* Falloff */
484 D3DVALUE dvAttenuation0; /* Constant attenuation */
485 D3DVALUE dvAttenuation1; /* Linear attenuation */
486 D3DVALUE dvAttenuation2; /* Quadratic attenuation */
487 D3DVALUE dvTheta; /* Inner angle of spotlight cone */
488 D3DVALUE dvPhi; /* Outer angle of spotlight cone */
557 D3DVALUE dvZ;
757 D3DVALUE dvArg[1];