/dports/games/openclonk/openclonk-release-8.1-src/src/landscape/fow/ |
H A D | C4FoW.cpp | 180 C4FoWLight *pLight; in Add() local 206 C4FoWLight *pPrev = nullptr, *pLight; in Remove() local 225 for (C4FoWLight *pLight = pLights; pLight; pLight = pLight->getNext()) in Invalidate() local 233 for (C4FoWLight *pLight = pLights; pLight; pLight = pLight->getNext()) in Update() local 253 for (C4FoWLight *pLight = pLights; pLight; pLight = pLight->getNext()) in Render() local
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H A D | C4FoWLightSection.cpp | 32 C4FoWLightSection::C4FoWLightSection(C4FoWLight *pLight, int r) : pLight(pLight), iRot(r) in C4FoWLightSection()
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/dports/graphics/pixie/Pixie/src/ri/ |
H A D | attributes.cpp | 239 CActiveLight *nLight,*pLight; in addLight() local 267 CActiveLight *cLight,*pLight; in removeLight() local
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/dports/math/R-cran-igraph/igraph/src/simpleraytracer/ |
H A D | RayTracer.cpp | 190 …racer::Specular(const Shape* pShapeToShade, const Point& rPointOnShapeToShade, const Light* pLight) in Specular() 243 void RayTracer::AddLight(Light* pLight) in AddLight()
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/dports/graphics/ogre3d19/sinbad-ogre-dd30349ea667/Samples/ShaderSystemMultiLight/src/ |
H A D | SegmentedDynamicLightManager.cpp | 137 const Light* pLight = (*itLight); in regenerateActiveLightList() local 292 const Light* pLight = mSegmentedLightGrid[j][i]; in updateTextureFromSegmentedLists() local
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/dports/graphics/ogre3d/ogre-1.11.6/Samples/ShaderSystemMultiLight/src/ |
H A D | SegmentedDynamicLightManager.cpp | 148 const Light* pLight = (*itLight); in regenerateActiveLightList() local 303 const Light* pLight = mSegmentedLightGrid[j][i]; in updateTextureFromSegmentedLists() local
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/dports/games/jaggedalliance2/ja2-stracciatella-0.18.0/src/game/TileEngine/ |
H A D | LightEffects.cc | 56 static void UpdateLightingSprite(LIGHTEFFECT* pLight) in UpdateLightingSprite()
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H A D | Lighting.cc | 1618 LIGHT_NODE* const pLight = &t->lights[usNodeIndex & ~LIGHT_BACKLIGHT]; in LightDraw() local 1745 const LIGHT_NODE* const pLight = &t->lights[usNodeIndex & ~LIGHT_BACKLIGHT]; in ApplyTranslucencyToWalls() local 1795 LIGHT_NODE* const pLight = &t->lights[usNodeIndex & ~LIGHT_BACKLIGHT]; in LightErase() local
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/dports/graphics/libgltf/libgltf-0.0.2/src/ |
H A D | RenderScene.h | 331 Light* pLight; variable
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H A D | LoadScene.cpp | 641 Light* pLight = new Light(); in GetParseLight() local 686 Light* pLight = 0; in parseLights() local
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H A D | Common.cpp | 1263 void Scene::insertLightMap(const std::string& key, Light* pLight) in insertLightMap()
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/dports/games/spring/spring_98.0/rts/lib/assimp/code/ |
H A D | ValidateDataStructure.cpp | 278 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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H A D | ColladaParser.cpp | 959 void ColladaParser::ReadLight( Collada::Light& pLight) in ReadLight()
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/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/ |
H A D | ValidateDataStructure.cpp | 280 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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H A D | ColladaParser.cpp | 992 void ColladaParser::ReadLight( Collada::Light& pLight) in ReadLight()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/ |
H A D | ValidateDataStructure.cpp | 280 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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H A D | ColladaParser.cpp | 1158 void ColladaParser::ReadLight( Collada::Light& pLight) in ReadLight()
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/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/ |
H A D | ValidateDataStructure.cpp | 279 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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/dports/games/xray_re-tools/xray_re-tools-52721d2/sources/plugins/xray_fsl/materials/ |
H A D | DxStdMtl2.cpp | 1614 LightObject * pLight; in GetColor() local 1680 LightObject * pLight; in GetHotSpot() local 1702 LightObject * pLight; in GetFallOff() local
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/PostProcessing/ |
H A D | ValidateDataStructure.cpp | 275 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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/dports/multimedia/assimp/assimp-5.1.3/code/PostProcessing/ |
H A D | ValidateDataStructure.cpp | 252 void ValidateDSProcess::Validate(const aiLight *pLight) { in Validate()
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/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | ValidateDataStructure.cpp | 275 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/PostProcessing/ |
H A D | ValidateDataStructure.cpp | 275 void ValidateDSProcess::Validate( const aiLight* pLight) in Validate()
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/dports/games/devilutionX/devilutionX-1.2.1/Source/ |
H A D | loadsave.cpp | 758 static void LoadLighting(LoadHelper *file, LightListStruct *pLight) in LoadLighting() 1709 static void SaveLighting(SaveHelper *file, LightListStruct *pLight) in SaveLighting()
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/dports/games/zhlt/zhlt-3.4/hlrad/ |
H A D | lightmap.cpp | 968 const char* pLight; in CreateDirectLights() local
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