/dports/games/d2x/d2x-0.2.5/2d/ |
H A D | 2dsline.c | 85 int Gr_scanline_darkening_level = GR_FADE_LEVELS; 187 dlevel = (darkening_level << 16) / GR_FADE_LEVELS; in gr_linear15_darken() 223 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS ) { in gr_uscanline() 306 if (Gr_scanline_darkening_level >= GR_FADE_LEVELS ) { in gr_scanline()
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H A D | palette.c | 228 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table() 241 for (i = 0; i < GR_FADE_LEVELS * 256; i++) { in gr_use_palette_table() 245 for (i=0; i<GR_FADE_LEVELS; i++) in gr_use_palette_table()
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/2d/ |
H A D | palette.cpp | 213 for (i = 0; i < GR_FADE_LEVELS * 256; i++) { in gr_use_palette_table() 217 for (i=0; i<GR_FADE_LEVELS; i++) in gr_use_palette_table()
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/dports/games/d2x/d2x-0.2.5/include/ |
H A D | gr.h | 32 #define GR_FADE_LEVELS 34 macro 404 extern ubyte gr_fade_table[256*GR_FADE_LEVELS];
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/include/ |
H A D | fwd-gr.h | 40 #define GR_FADE_LEVELS 34u macro 380 using gft_array1 = enumerated_array<std::array<color_t, 256>, GR_FADE_LEVELS, gr_fade_level>;
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H A D | gr.h | 42 off = GR_FADE_LEVELS // yes, max means OFF - don't screw that up
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/arch/ogl/ |
H A D | ogl.cpp | 619 static_cast<float>(1.0 - (static_cast<float>(alpha) / (static_cast<float>(GR_FADE_LEVELS)))) in ogl_draw_vertex_reticle() 831 …)?1.0:1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in gr_ucircle() 849 …1.0 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in gr_disk() 880 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0); in _g3_draw_poly() 918 ….0 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in _g3_draw_tmap() 998 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in _g3_draw_tmap_2() 1102 ….0 : (1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0)); in g3_draw_bitmap()
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H A D | gr.cpp | 979 …color_a = 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1… in ogl_urect() 1008 : 1.0 - static_cast<float>(canvas.cv_fade_level) / (static_cast<float>(GR_FADE_LEVELS) - 1.0); in ogl_ulinec()
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/dports/games/d2x/d2x-0.2.5/texmap/ |
H A D | tmapflat.c | 98 if ( Gr_scanline_darkening_level >= GR_FADE_LEVELS ) in tmap_scanline_flat()
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/dports/games/d2x/d2x-0.2.5/main/ |
H A D | gauges.c | 387 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fade … 2170 static int cloak_fade_value=GR_FADE_LEVELS-1; in draw_player_ship() 2191 cloak_fade_value=GR_FADE_LEVELS-1; in draw_player_ship() 2214 if (cloak_fade_value >= GR_FADE_LEVELS-1) { in draw_player_ship() 2215 cloak_fade_value = GR_FADE_LEVELS-1; in draw_player_ship() 2248 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_player_ship() 2270 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_player_ship() 2548 weapon_box_fade_values[weapon_type]=i2f(GR_FADE_LEVELS-1); in draw_weapon_box() 2591 if (weapon_box_fade_values[weapon_type] >= i2f(GR_FADE_LEVELS-1)) { in draw_weapon_box() 2608 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_weapon_box()
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H A D | hud.c | 457 Gr_scanline_darkening_level = GR_FADE_LEVELS;
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H A D | wall.c | 1201 …wfront->cloak_value = wback->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2))… in do_cloaking_wall_frame() 1273 …wfront->cloak_value = wback->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2))… in do_decloaking_wall_frame()
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H A D | render.c | 626 Gr_scanline_darkening_level = GR_FADE_LEVELS; in render_face()
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H A D | object.c | 458 Gr_scanline_darkening_level = GR_FADE_LEVELS; in draw_cloaked_object()
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H A D | newmenu.c | 841 Gr_scanline_darkening_level = GR_FADE_LEVELS; in nm_draw_background()
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/dports/games/d2x/d2x-0.2.5/unused/vga/ |
H A D | grx.h | 20 #define GR_FADE_LEVELS 34 macro
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H A D | palette.c | 108 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()
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H A D | vga.jas | 547 /* if (get_selector( &vga_fade_table, 256*GR_FADE_LEVELS, &vga_fade_table_selector ))
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/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/ |
H A D | gauges.cpp | 382 #define FADE_SCALE (2*i2f(GR_FADE_LEVELS)/REARM_TIME) // fade out and back in REARM_TIME, in fad… 2421 static int8_t cloak_fade_value = GR_FADE_LEVELS - 1; in draw_player_ship() 2434 if (cloak_fade_value >= static_cast<signed>(GR_FADE_LEVELS-1)) in draw_player_ship() 2457 if (cloak_fade_value > static_cast<signed>(GR_FADE_LEVELS-1)) in draw_player_ship() 2458 cloak_fade_value = (GR_FADE_LEVELS-1); in draw_player_ship() 2465 cloak_fade_value = GR_FADE_LEVELS-1; in draw_player_ship() 2480 if (cloak_fade_value < GR_FADE_LEVELS/2 && show_cloak_invul_timer()) in draw_player_ship() 2734 inset.fade_value = i2f(GR_FADE_LEVELS - 1); in draw_weapon_box() 2765 if (inset.fade_value >= i2f(GR_FADE_LEVELS - 1)) in draw_weapon_box()
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H A D | wall.cpp | 1301 …const int8_t cloak_value = ((d.time - CLOAKING_WALL_TIME / 2) * (GR_FADE_LEVELS - 2)) / (CLOAKING_… in do_cloaking_wall_frame() 1340 …const int8_t cloak_value = ((CLOAKING_WALL_TIME / 2 - d.time) * (GR_FADE_LEVELS - 2)) / (CLOAKING_… in do_decloaking_wall_frame()
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/dports/games/d2x/d2x-0.2.5/unused/vga/new/ |
H A D | palette.c | 107 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()
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/dports/games/d2x/d2x-0.2.5/arch/dos/ |
H A D | gr.c | 529 if (!dpmi_allocate_selector( &gr_fade_table, 256*GR_FADE_LEVELS, &gr_fade_table_selector )) in gr_init()
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/dports/games/d2x/d2x-0.2.5/unused/win95/ |
H A D | palette.c | 164 for (i=0; i<GR_FADE_LEVELS; i++ ) { in gr_use_palette_table()
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