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Searched refs:BeginPass (Results 1 – 25 of 66) sorted by relevance

123

/dports/games/0ad/0ad-0.0.23b-alpha/source/renderer/
H A DRenderModifiers.h64 virtual void BeginPass(const CShaderProgramPtr& shader) = 0;
125 void BeginPass(const CShaderProgramPtr& shader);
H A DPostprocManager.cpp210 tech->BeginPass(); in ApplyBlurDownscale2x()
269 tech->BeginPass(); in ApplyBlurGauss()
315 tech->BeginPass(); in ApplyBlurGauss()
412 shaderTech1->BeginPass(pass); in ApplyEffect()
H A DHWLightingModelRenderer.h45 void BeginPass(int streamflags);
H A DInstancingModelRenderer.h45 void BeginPass(int streamflags);
H A DModelVertexRenderer.h104 virtual void BeginPass(int streamflags) = 0;
H A DRenderModifiers.cpp74 void ShaderRenderModifier::BeginPass(const CShaderProgramPtr& shader) in BeginPass() function in ShaderRenderModifier
H A DModelRenderer.cpp637 currentTech->BeginPass(pass); in Render()
642 modifier->BeginPass(shader); in Render()
644 m->vertexRenderer->BeginPass(streamflags); in Render()
H A DParticleRenderer.cpp129 shader->BeginPass(); in RenderParticles()
H A DShadowMap.cpp657 shaderTech->BeginPass(); in RenderDebugBounds()
758 texTech->BeginPass(); in RenderDebugTexture()
/dports/games/spring/spring_98.0/rts/Map/SM3/terrain/
H A DTerrainTexture.h146 …virtual void BeginPass (const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>&…
182 void BeginPass(int p);
H A DTerrainTexEnvCombine.h67 …void BeginPass(const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>& textures…
H A DTerrainTextureGLSL.h86 …void BeginPass(const std::vector<Blendmap*>& blendmaps, const std::vector<TiledTexture*>& textures…
/dports/games/0ad/0ad-0.0.23b-alpha/source/graphics/
H A DShaderTechnique.h93 void BeginPass(int pass = 0);
H A DShaderTechnique.cpp132 void CShaderTechnique::BeginPass(int pass) in BeginPass() function in CShaderTechnique
/dports/games/0ad/0ad-0.0.23b-alpha/source/gui/
H A DMiniMap.cpp296 tech->BeginPass(); in DrawViewRect()
433 tech->BeginPass(); in Draw()
465 tech->BeginPass(); in Draw()
485 tech->BeginPass(); in Draw()
/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/
H A DBackground.cpp247 this->piSkyBoxEffect->BeginPass(0); in OnPreRender()
327 piSkyBoxEffect->BeginPass(0); in OnPostRender()
H A DDisplay.cpp1650 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()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/
H A DBackground.cpp248 this->piSkyBoxEffect->BeginPass(0); in OnPreRender()
323 piSkyBoxEffect->BeginPass(0); in OnPostRender()
H A DDisplay.cpp1644 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()
/dports/math/vtk9/VTK-9.1.0/Rendering/OpenGL2/
H A DvtkValuePass.h167 void BeginPass(vtkRenderer* ren);
/dports/math/vtk8/VTK-8.2.0/Rendering/OpenGL2/
H A DvtkValuePass.h161 void BeginPass(vtkRenderer* ren);
/dports/devel/tokamak/tokamak_release/d3dapp/dxut/
H A DDXUTMesh.cpp567 pEffect->BeginPass( p ); in Render()
603 pEffect->BeginPass( p ); in Render()
654 pEffect->BeginPass( p ); in RenderTokamak()
686 pEffect->BeginPass( p ); in RenderTokamak()
/dports/games/0ad/0ad-0.0.23b-alpha/source/ps/
H A DCConsole.cpp168 solidTech->BeginPass(); in Render()
183 textTech->BeginPass(); in Render()
H A DProfileViewer.cpp188 solidTech->BeginPass(); in RenderProfile()
241 textTech->BeginPass(); in RenderProfile()
H A DCLogger.cpp213 textTech->BeginPass(); in Render()

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