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Searched refs:currentLight (Results 1 – 14 of 14) sorted by relevance

/dports/games/openbve/OpenBVE-1.8.2.1/source/Plugins/Route.CsvRw/XML/
H A DDynamicLight.cs40 LightDefinition currentLight = new LightDefinition(); in ReadLightingXML()
58 currentLight.CabBrightness = 255; in ReadLightingXML()
61 currentLight.CabBrightness = b; in ReadLightingXML()
66 currentLight.Time = (int)t; in ReadLightingXML()
90 currentLight.AmbientColor = new Color24((byte)R,(byte)G,(byte)B); in ReadLightingXML()
132 currentLight.LightPosition = new Vector3(X, Y, Z); in ReadLightingXML()
165 if (LightDefinitions[i].Time == currentLight.Time) in ReadLightingXML()
187 t = currentLight.Time > LightDefinitions[0].Time ? 1 : 0; in ReadLightingXML()
194 …if (currentLight.Time > LightDefinitions[i - 1].Time && currentLight.Time < LightDefinitions[i].Ti… in ReadLightingXML()
206 LightDefinitions[l] = currentLight; in ReadLightingXML()
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/dports/graphics/pixie/Pixie/src/ri/
H A DshaderOpcodes.h61 if ((*currentLight=*lights) != NULL) { \
66 Lsave = (*currentLight)->savedState[0]; \
67 Clsave = (*currentLight)->savedState[1]; \
114 if ((*currentLight=*lights) != NULL) { \
119 Lsave = (*currentLight)->savedState[0]; \
120 Clsave = (*currentLight)->savedState[1]; \
149 if (*currentLight != NULL) { \
152 if ((*currentLight=(*currentLight)->next) != NULL) { \
157 Lsave = (*currentLight)->savedState[0]; \
158 Clsave = (*currentLight)->savedState[1]; \
[all …]
H A DshaderFunctions.h785 *currentLight = *lights; \
786 while (*currentLight) { \
822 *currentLight=(*currentLight)->next; \
852 *currentLight = *lights; \
853 while (*currentLight) { \
891 *currentLight=(*currentLight)->next; \
930 *currentLight = *lights; \
931 while (*currentLight) { \
973 *currentLight=(*currentLight)->next; \
1013 *currentLight = *lights; \
[all …]
H A Dexecute.cpp122 const int *lightTags = (*currentLight)->lightTags; \
136 const int *lightTags = (*currentLight)->lightTags; \
150 const int *lightTags = (*currentLight)->lightTags; \
159 const int *lightTags = (*currentLight)->lightTags; \
534 CShadedLight **currentLight = &currentShadingState->currentLight; in execute() local
730 #undef currentLight in execute()
H A Dinit.cpp391 CShadedLight **currentLight; in init() local
431 currentLight = NULL; in init()
552 #undef currentLight in init()
H A Dshading.h192 …CShadedLight *currentLight; // Within an illumination statement, this points to the current… variable
H A Dshading.cpp1065 currentShadingState->currentLight = NULL;
1653 if (currentShadingState->currentLight != NULL)
1654 return currentShadingState->currentLight->instance->getName();
H A Dphoton.cpp182 currentShadingState->currentLight = NULL; // Light iterator : Cool in renderingLoop()
/dports/games/evq3/evq3/code/renderer/
H A Dtr_shade_calc.c98 if(backEnd.currentLight) in GetOpValue()
100 value = backEnd.currentLight->l.color[0]; in GetOpValue()
114 if(backEnd.currentLight) in GetOpValue()
116 value = backEnd.currentLight->l.color[1]; in GetOpValue()
130 if(backEnd.currentLight) in GetOpValue()
132 value = backEnd.currentLight->l.color[2]; in GetOpValue()
146 if(backEnd.currentLight) in GetOpValue()
H A Dtr_shade.c2902 if(backEnd.currentLight) in ComputeColor()
2904 tess.svars.color[0] = Q_bound(0.0, backEnd.currentLight->l.color[0], 1.0); in ComputeColor()
2905 tess.svars.color[1] = Q_bound(0.0, backEnd.currentLight->l.color[1], 1.0); in ComputeColor()
2906 tess.svars.color[2] = Q_bound(0.0, backEnd.currentLight->l.color[2], 1.0); in ComputeColor()
2928 if(backEnd.currentLight) in ComputeColor()
2930 tess.svars.color[0] = 1.0 - Q_bound(0.0, backEnd.currentLight->l.color[0], 1.0); in ComputeColor()
2931 tess.svars.color[1] = 1.0 - Q_bound(0.0, backEnd.currentLight->l.color[1], 1.0); in ComputeColor()
2964 if(backEnd.currentLight) in ComputeColor()
3020 if(backEnd.currentLight) in ComputeColor()
3037 if(backEnd.currentLight) in ComputeColor()
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H A Dtr_backend.c793 backEnd.currentLight = light = ia->dlight; in RB_RenderInteractions()
1028 backEnd.currentLight = light = ia->dlight; in RB_RenderInteractionsStencilShadowed()
1384 backEnd.currentLight = light = ia->dlight; in RB_RenderOcclusionQueries()
1499 backEnd.currentLight = light = ia->dlight; in RB_RenderOcclusionQueries()
1611 backEnd.currentLight = light = ia->dlight; in RB_RenderOcclusionQueries()
H A Dtr_surface.c289 VectorCopy(backEnd.currentLight->transformed, lightOrigin); in Tess_SurfaceFace()
559 VectorCopy(backEnd.currentLight->transformed, lightOrigin); in Tess_SurfaceGrid()
829 VectorCopy(backEnd.currentLight->transformed, lightOrigin); in Tess_SurfaceTriangles()
1483 VectorCopy(backEnd.currentLight->transformed, lightOrigin); in Tess_SurfaceMDX()
1774 VectorCopy(backEnd.currentLight->transformed, lightOrigin); in Tess_SurfaceMD5()
H A Dtr_local.h1627 trRefDlight_t *currentLight; // only used when lighting interactions member
/dports/science/py-GPy/GPy-1.10.0/GPy/plotting/
H A DTango.py41 def currentLight(): function