/dports/games/0ad/0ad-0.0.23b-alpha/source/renderer/ |
H A D | RenderModifiers.h | 64 virtual void BeginPass(const CShaderProgramPtr& shader) = 0; 125 void BeginPass(const CShaderProgramPtr& shader);
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H A D | PostprocManager.cpp | 210 tech->BeginPass(); in ApplyBlurDownscale2x() 269 tech->BeginPass(); in ApplyBlurGauss() 315 tech->BeginPass(); in ApplyBlurGauss() 412 shaderTech1->BeginPass(pass); in ApplyEffect()
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H A D | HWLightingModelRenderer.h | 45 void BeginPass(int streamflags);
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H A D | InstancingModelRenderer.h | 45 void BeginPass(int streamflags);
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H A D | ModelVertexRenderer.h | 104 virtual void BeginPass(int streamflags) = 0;
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H A D | RenderModifiers.cpp | 74 void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader) in BeginPass() function in ShaderRenderModifier
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H A D | ModelRenderer.cpp | 637 currentTech->BeginPass(pass); in Render() 642 modifier->BeginPass(shader); in Render() 644 m->vertexRenderer->BeginPass(streamflags); in Render()
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H A D | ParticleRenderer.cpp | 129 shader->BeginPass(); in RenderParticles()
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H A D | ShadowMap.cpp | 657 shaderTech->BeginPass(); in RenderDebugBounds() 758 texTech->BeginPass(); in RenderDebugTexture()
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/dports/games/spring/spring_98.0/rts/Map/SM3/terrain/ |
H A D | TerrainTexture.h | 146 …virtual void BeginPass (const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>&… 182 void BeginPass(int p);
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H A D | TerrainTexEnvCombine.h | 67 …void BeginPass(const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>& textures…
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H A D | TerrainTextureGLSL.h | 86 …void BeginPass(const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>& textures…
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/dports/games/0ad/0ad-0.0.23b-alpha/source/graphics/ |
H A D | ShaderTechnique.h | 93 void BeginPass(int pass = 0);
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H A D | ShaderTechnique.cpp | 132 void CShaderTechnique::BeginPass(int pass) in BeginPass() function in CShaderTechnique
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/dports/games/0ad/0ad-0.0.23b-alpha/source/gui/ |
H A D | MiniMap.cpp | 296 tech->BeginPass(); in DrawViewRect() 433 tech->BeginPass(); in Draw() 465 tech->BeginPass(); in Draw() 485 tech->BeginPass(); in Draw()
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/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/ |
H A D | Background.cpp | 247 this->piSkyBoxEffect->BeginPass(0); in OnPreRender() 327 piSkyBoxEffect->BeginPass(0); in OnPostRender()
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H A D | Display.cpp | 1650 g_piPassThroughEffect->BeginPass(0); in DrawHUD() 1806 piEnd->BeginPass(0); in RenderFullScene() 1973 piEnd->BeginPass(0); in RenderNode() 2066 piEnd->BeginPass(0); in RenderNode() 2146 g_piPatternEffect->BeginPass(0); in RenderPatternBG() 2233 g_piPassThroughEffect->BeginPass(0); in RenderTextureView()
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/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/ |
H A D | Background.cpp | 248 this->piSkyBoxEffect->BeginPass(0); in OnPreRender() 323 piSkyBoxEffect->BeginPass(0); in OnPostRender()
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H A D | Display.cpp | 1644 g_piPassThroughEffect->BeginPass(0); in DrawHUD() 1800 piEnd->BeginPass(0); in RenderFullScene() 1967 piEnd->BeginPass(0); in RenderNode() 2060 piEnd->BeginPass(0); in RenderNode() 2140 g_piPatternEffect->BeginPass(0); in RenderPatternBG() 2230 g_piPassThroughEffect->BeginPass(0); in RenderTextureView()
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/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/ |
H A D | vtkValuePass.h | 167 void BeginPass(vtkRenderer* ren);
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/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/ |
H A D | vtkValuePass.h | 161 void BeginPass(vtkRenderer* ren);
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/dports/devel/tokamak/tokamak_release/d3dapp/dxut/ |
H A D | DXUTMesh.cpp | 567 pEffect->BeginPass( p ); in Render() 603 pEffect->BeginPass( p ); in Render() 654 pEffect->BeginPass( p ); in RenderTokamak() 686 pEffect->BeginPass( p ); in RenderTokamak()
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/dports/games/0ad/0ad-0.0.23b-alpha/source/ps/ |
H A D | CConsole.cpp | 168 solidTech->BeginPass(); in Render() 183 textTech->BeginPass(); in Render()
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H A D | ProfileViewer.cpp | 188 solidTech->BeginPass(); in RenderProfile() 241 textTech->BeginPass(); in RenderProfile()
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H A D | CLogger.cpp | 213 textTech->BeginPass(); in Render()
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