/dports/games/lwjgl/lwjgl-2df01dd/src/templates/org/lwjgl/opengl/ |
H A D | ARB_depth_texture.java | 40 int GL_DEPTH_COMPONENT16_ARB = 0x81A5; field
|
/dports/games/frogatto/frogatto-1.3.1/MacOSJet/glew-1.9.0/auto/extensions/ |
H A D | GL_ARB_depth_texture | 4 GL_DEPTH_COMPONENT16_ARB 0x81A5
|
/dports/graphics/opencsg/OpenCSG-1.4.2/glew/auto/extensions/gl/ |
H A D | GL_ARB_depth_texture | 5 GL_DEPTH_COMPONENT16_ARB 0x81A5
|
/dports/multimedia/opentoonz/opentoonz-1.5.0/thirdparty/glew/glew-1.9.0/auto/extensions/ |
H A D | GL_ARB_depth_texture | 4 GL_DEPTH_COMPONENT16_ARB 0x81A5
|
/dports/graphics/glew/glew-2.2.0/auto/extensions/gl/ |
H A D | GL_ARB_depth_texture | 5 GL_DEPTH_COMPONENT16_ARB 0x81A5
|
/dports/games/edge/Edge-1.35-source/lib_win32/glew-1.4/auto/extensions/ |
H A D | GL_ARB_depth_texture | 3 GL_DEPTH_COMPONENT16_ARB 0x81A5
|
/dports/graphics/glew-wayland/glew-2.2.0/auto/extensions/gl/ |
H A D | GL_ARB_depth_texture | 5 GL_DEPTH_COMPONENT16_ARB 0x81A5
|
/dports/emulators/fs-uae-launcher/fs-uae-launcher-3.0.5/OpenGL/raw/GL/ARB/ |
H A D | depth_texture.py | 14 GL_DEPTH_COMPONENT16_ARB=_C('GL_DEPTH_COMPONENT16_ARB',0x81A5) variable
|
/dports/graphics/py-PyOpenGL/PyOpenGL-3.1.5/OpenGL/raw/GL/ARB/ |
H A D | depth_texture.py | 14 GL_DEPTH_COMPONENT16_ARB=_C('GL_DEPTH_COMPONENT16_ARB',0x81A5) variable
|
/dports/games/scorched3d/scorched/src/client/GLEXT/ |
H A D | GLTexture.cpp | 296 if(depth_bits == 16) depth_format = GL_DEPTH_COMPONENT16_ARB; in createBufferTexture()
|
H A D | GLMissingExt.h | 43 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro
|
/dports/games/evq3/evq3/code/renderer/ |
H A D | tr_fbo.c | 177 …format != GL_DEPTH_COMPONENT16_ARB && format != GL_DEPTH_COMPONENT24_ARB && format != GL_DEPTH_COM… in R_CreateFBODepthBuffer()
|
/dports/games/nexuiz/Nexuiz/sources/darkplaces/ |
H A D | glquake.h | 276 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro 426 #ifndef GL_DEPTH_COMPONENT16_ARB 427 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro
|
/dports/games/stormbaancoureur/stormbaancoureur-2.1.6/src-common/ |
H A D | ogl.cxx | 175 (bits==16) ? GL_DEPTH_COMPONENT16_ARB : GL_DEPTH_COMPONENT24_ARB, in OglInitShadowing()
|
/dports/games/xonotic/Xonotic/source/darkplaces/ |
H A D | glquake.h | 306 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro 430 #ifndef GL_DEPTH_COMPONENT16_ARB 431 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro
|
H A D | gl_textures.c | 115 …16_comp", TEXTYPE_SHADOWMAP16_COMP , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB … 116 …16_raw", TEXTYPE_SHADOWMAP16_RAW , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB … 119 … TEXTYPE_DEPTHBUFFER16 , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB …
|
/dports/games/darkplaces/darkplaces/ |
H A D | glquake.h | 306 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro 430 #ifndef GL_DEPTH_COMPONENT16_ARB 431 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro
|
H A D | gl_textures.c | 115 …16_comp", TEXTYPE_SHADOWMAP16_COMP , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB … 116 …16_raw", TEXTYPE_SHADOWMAP16_RAW , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB … 119 … TEXTYPE_DEPTHBUFFER16 , 2, 2, 2.0f, GL_DEPTH_COMPONENT16_ARB …
|
/dports/games/quakeforge/quakeforge-0.7.2/include/QF/GL/ |
H A D | extensions.h | 196 # define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro
|
/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/ |
H A D | tr_fbo.c | 142 case GL_DEPTH_COMPONENT16_ARB: in FBO_CreateBuffer()
|
H A D | tr_image.c | 2011 case GL_DEPTH_COMPONENT16_ARB: in PixelDataFormatFromInternalFormat() 2287 case GL_DEPTH_COMPONENT16_ARB: in R_CreateImage2()
|
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/ |
H A D | tr_fbo.c | 142 case GL_DEPTH_COMPONENT16_ARB: in FBO_CreateBuffer()
|
H A D | tr_image.c | 2006 case GL_DEPTH_COMPONENT16_ARB: in PixelDataFormatFromInternalFormat() 2283 case GL_DEPTH_COMPONENT16_ARB: in R_CreateImageExt2()
|
/dports/games/el/Eternal-Lands-1.9.5.9-1/ |
H A D | shadows.c | 405 GLenum internalformat=GL_DEPTH_COMPONENT16_ARB; in render_light_view()
|
/dports/games/tenebrae/tenebrae_0/ |
H A D | glATI.h | 478 #define GL_DEPTH_COMPONENT16_ARB 0x81A5 macro
|