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/dports/math/plplot/plplot-5.15.0/bindings/octave/PLplot/
H A Dginput.m31 ## A bug makes the cross-hair remain in the plot after ginput terminates.
32 ## To avoid, move the cross-hair outside the window, and press <RET>
70 ## the cross-hair disappears!
H A Dgtext.m19 ## cross-hair, and waits for a mouse button or keyboard key to be
20 ## pressed. The cross-hair can be positioned with the mouse (or
/dports/math/plplot-ada/plplot-5.15.0/bindings/octave/PLplot/
H A Dginput.m31 ## A bug makes the cross-hair remain in the plot after ginput terminates.
32 ## To avoid, move the cross-hair outside the window, and press <RET>
70 ## the cross-hair disappears!
H A Dgtext.m19 ## cross-hair, and waits for a mouse button or keyboard key to be
20 ## pressed. The cross-hair can be positioned with the mouse (or
/dports/graphics/blender/blender-2.91.0/intern/cycles/render/
H A Dattribute.cpp212 Hair *hair = static_cast<Hair *>(geom); in element_size() local
213 size = hair->num_curves(); in element_size()
218 Hair *hair = static_cast<Hair *>(geom); in element_size() local
219 size = hair->curve_keys.size(); in element_size()
224 Hair *hair = static_cast<Hair *>(geom); in element_size() local
225 size = hair->curve_keys.size() * (hair->motion_steps - 1); in element_size()
/dports/graphics/blender/blender-2.91.0/source/blender/editors/physics/
H A Dparticle_edit.c936 key = pa->hair; in PE_update_mirror_cache()
952 key = pa->hair; in PE_update_mirror_cache()
1021 if (mpa->hair) { in PE_mirror_particle()
1028 mpa->hair = MEM_dupallocN(pa->hair); in PE_mirror_particle()
1047 hkey = pa->hair; in PE_mirror_particle()
2593 okey = pa->hair; in rekey_particle()
2611 if (pa->hair) { in rekey_particle()
2711 if (pa->hair) { in rekey_particle_to_time()
2948 key = pa->hair; in subdivide_particle()
2986 if (pa->hair) { in subdivide_particle()
[all …]
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/missions/custom/techdemo/
H A Dobjectives.cpn119 "hair": 12,
137 "hair": 13,
/dports/games/wesnoth/wesnoth-1.14.17/data/campaigns/Descent_Into_Darkness/utils/
H A Dcharacters.cfg57 # This shifts the Dark Sorcerer and Necromancer hair and
58 # robe colors a bit; first the hair, then the robes
/dports/math/kmplot/kmplot-21.12.3/po/en_GB/docs/kmplot/
H A Dfirststeps.docbook21 …plotted. Now the cross hair gets the colour of the plot and is attached to the plot. You can use t…
24 >Click the mouse again and the cross hair will be detached from the plot.</para>
/dports/accessibility/py-speech-dispatcher/speech-dispatcher-0.10.2/locale/en/
H A Demojis.dic253 �� person blond hair none
256 ��‍♂ man blond hair none
258 ��‍♀ woman blond hair none
501 �� red hair none
502 �� curly hair none
503 �� white hair none
1772 ��‍�� person red hair none
1811 ��‍�� man red hair none
1817 ��‍�� man curly hair none
1823 ��‍�� man white hair none
[all …]
/dports/accessibility/speech-dispatcher/speech-dispatcher-0.10.2/locale/en/
H A Demojis.dic253 �� person blond hair none
256 ��‍♂ man blond hair none
258 ��‍♀ woman blond hair none
501 �� red hair none
502 �� curly hair none
503 �� white hair none
1772 ��‍�� person red hair none
1811 ��‍�� man red hair none
1817 ��‍�� man curly hair none
1823 ��‍�� man white hair none
[all …]
/dports/graphics/ogre3d/ogre-1.11.6/Samples/Media/materials/programs/HLSL/
H A DHair.hlsl257 //hair rendering
1962 //if the hair strand below intersects an obstacle clamp to nearest guide hair
2692 //thinning the hair lengths
2704 //tapering the hair
2959 //if the hair strand below intersects an obstacle clamp to nearest guide hair
3150 //if the hair strand below intersects an obstacle clamp to nearest guide hair
3332 //thinning the hair lengths
3339 //tapering the hair
3436 //tapering the hair
4940 //inter-hair interaction and wind hair interaction
[all …]
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/
H A Dplayer_template.c71 int skin, arms, body, legs, hair; in LoadPlayerTemplate() local
76 LoadInt(&hair, node, "Hair"); in LoadPlayerTemplate()
77 ConvertCharacterColors(skin, arms, body, legs, hair, &t.Colors); in LoadPlayerTemplate()
/dports/games/el/Eternal-Lands-1.9.5.9-1/
H A Dnew_character.c65 my_enum *hair; member
92 int hair; member
223 …_actor.our_model->body_parts->hair_tex,actors_defs[our_actor.race].hair[our_actor.hair].hair_name,… in change_actor()
390 …inputs[0].str, our_actor.skin, our_actor.hair, our_actor.eyes, our_actor.shirt, our_actor.pants, o… in display_newchar_handler()
740 …our_actor.hair = inc(our_actor.def->hair, HAIR_BLACK, RAND (HAIR_BLACK, our_actor.def->type >= dra… in create_newchar_root_window()
862 …send_new_char(inputs[0].str, inputs[1].str, our_actor.skin, our_actor.hair, our_actor.eyes, our_ac… in create_character()
902 our_actor.hair = our_actor.def->hair[find_pos_in_enum(our_actor.def->hair, our_actor.hair)]; in change_race()
1320 actors_defs[our_actor.race].hair[our_actor.hair].hair_name, in update_hair()
1449 our_actor.hair = dec(our_actor.def->hair, our_actor.hair, 1); in hair_dec_handler()
1458 our_actor.hair = inc(our_actor.def->hair, our_actor.hair, 1); in hair_inc_handler()
/dports/biology/primer3/primer3-2.3.6/test/
H A Dprimer_thermod_align_formatted_output54 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
129 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
206 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
283 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
360 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
437 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
514 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
591 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
668 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
745 sid many tar excl ok bad GC too too any_th 3'_th hair- poly end
[all …]
/dports/graphics/blender/blender-2.91.0/source/blender/draw/intern/
H A Ddraw_cache_impl_particles.c70 ParticleHairCache hair; /* Used for hair strands */ member
222 particle_batch_cache_clear_hair(&cache->hair); in particle_batch_cache_clear()
644 const HairKey *hkeys = part->hair; in particle_key_weight()
1447 if (cache->hair.hairs == NULL) { in DRW_particles_batch_cache_get_hair()
1451 ensure_seg_pt_count(source.edit, source.psys, &cache->hair); in DRW_particles_batch_cache_get_hair()
1453 cache->hair.hairs = GPU_batch_create( in DRW_particles_batch_cache_get_hair()
1454 GPU_PRIM_LINE_STRIP, cache->hair.pos, cache->hair.indices); in DRW_particles_batch_cache_get_hair()
1456 return cache->hair.hairs; in DRW_particles_batch_cache_get_hair()
1663 *r_hair_cache = &cache->hair; in particles_ensure_procedural_data()
1669 ensure_seg_pt_count(source.edit, source.psys, &cache->hair); in particles_ensure_procedural_data()
[all …]
/dports/graphics/blender/blender-2.91.0/source/blender/draw/intern/shaders/
H A Dcommon_hair_lib.glsl9 * hairStrandsRes: Number of points per hair strand.
11 * 3+ - 1 or more interpolated points per hair.
16 * hairThicknessRes : Subdiv around the hair.
34 #define point_time w /* Position along the hair length */
/dports/lang/spl/spl-1.2.1/examples/
H A Dshakesbeer.spl51 lovely fine sunny summer's day and a golden hair. Speak your mind.
79 lovely fine sunny summer's day and the sum of a golden hair
105 lovely fine sunny summer's day and the sum of a golden hair
163 hair and a lovely red rose. Speak your mind.
275 hair and the sum of a little animal and a cat. Speak your mind.
301 lovely fine sunny summer's day and a fair golden hair. Speak
327 golden hair and a beautiful little red rose. Speak your mind.
345 golden hair and a rose. Speak your mind.
370 golden hair and the sum of a beautiful little red rose and the
/dports/devel/p5-Class-Container/Class-Container-0.13/t/
H A D01-basic.t23 eval {new Daughter(hair => 'long')};
48 my $d = eval {Parent->new(%args)->create_delayed_object('daughter', hair => 'short')};
50 ok $d->{hair}, 'short', "Make sure parameters are propogated to delayed object";
/dports/devel/pear-Structures_DataGrid/Structures_DataGrid-0.9.3/docs/examples/
H A Dbind-dataobject.php4 $person->hair = 'red';
/dports/games/cdogs-sdl/cdogs-sdl-1.0.1/src/cdogs/draw/
H A Ddraw_actor.c542 const char *hair, const direction_e dir, const bool isGrimacing, in GetHairPic() argument
545 if (hair == NULL) in GetHairPic()
553 sprintf(buf, "chars/hairs/%s", hair); in GetHairPic()
670 const Pic *hair = GetHairPic(c->Hair, dir, isGrimacing, &c->Colors); in DrawHead() local
671 if (hair) in DrawHead()
674 hair, renderer, drawPos, mask, 0, svec2_one(), SDL_FLIP_NONE, in DrawHead()
/dports/games/stendhal/stendhal-1.35/src/games/stendhal/client/gui/j2d/entity/
H A DNPC2DView.java83 final int hair = (int) (code / Math.pow(100, 3) % 100); in getAnimationSprite() local
90 sb.append(",hair=" + hair); in getAnimationSprite()
/dports/science/code_saturne/code_saturne-7.1.0/src/cogz/
H A Dlwcini.f90174 hair , tinitk )
243 cvar_scalt(iel) = hair
H A Debuini.f90174 hair , tinitk )
238 cvar_scalt(iel) = hair
/dports/biology/primer3/primer3-2.3.6/test/primer1_th_list_last/
H A DSP01-15.txt.for2 1-based # self self hair- qual-

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