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Searched refs:CurrLightPos (Results 1 – 4 of 4) sorted by relevance

/dports/games/vavoom/vavoom-1.33/source/
H A Dr_adv_light.cpp288 float Dist = DotProduct(CurrLightPos, bsp->normal) - bsp->dist; in BuildLightVis()
446 d = DotProduct(CurrLightPos, region->floor->secplane->normal) - in RenderShadowSubRegion()
560 float Dist = DotProduct(CurrLightPos, bsp->normal) - bsp->dist; in RenderShadowBSPNode()
653 dist = DotProduct(CurrLightPos, line->normal) - line->dist; in RenderLightLine()
720 dist = DotProduct(CurrLightPos, plane.normal) - plane.dist; in RenderLightSecSurface()
910 CurrLightPos = Pos; in RenderLightShadows()
915 LightClip.ClearClipNodes(CurrLightPos, Level); in RenderLightShadows()
936 LightClip.ClearClipNodes(CurrLightPos, Level); in RenderLightShadows()
938 Drawer->BeginModelsShadowsPass(CurrLightPos, CurrLightRadius); in RenderLightShadows()
942 Drawer->BeginLightPass(CurrLightPos, CurrLightRadius, Colour); in RenderLightShadows()
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H A Dr_adv_things.cpp303 TVec Delta = Ent->Origin - CurrLightPos; in IsTouchedByLight()
H A Dr_local.h362 TVec CurrLightPos; variable
H A Dr_model.cpp1171 IsViewModel, InterpFrac, Interpolate, CurrLightPos, CurrLightRadius, in DrawAliasModel()
1220 InterpFrac, Interpolate, CurrLightPos, CurrLightRadius, Pass); in DrawAliasModel()