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 D | DynamicLight.cs | 40 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() [all …]
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/dports/graphics/pixie/Pixie/src/ri/ |
H A D | shaderOpcodes.h | 61 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 …]
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H A D | shaderFunctions.h | 785 *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 …]
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H A D | execute.cpp | 122 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 = ¤tShadingState->currentLight; in execute() local 730 #undef currentLight in execute()
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H A D | init.cpp | 391 CShadedLight **currentLight; in init() local 431 currentLight = NULL; in init() 552 #undef currentLight in init()
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H A D | shading.h | 192 …CShadedLight *currentLight; // Within an illumination statement, this points to the current… variable
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H A D | shading.cpp | 1065 currentShadingState->currentLight = NULL; 1653 if (currentShadingState->currentLight != NULL) 1654 return currentShadingState->currentLight->instance->getName();
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H A D | photon.cpp | 182 currentShadingState->currentLight = NULL; // Light iterator : Cool in renderingLoop()
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/dports/games/evq3/evq3/code/renderer/ |
H A D | tr_shade_calc.c | 98 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()
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H A D | tr_shade.c | 2902 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() [all …]
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H A D | tr_backend.c | 793 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()
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H A D | tr_surface.c | 289 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()
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H A D | tr_local.h | 1627 trRefDlight_t *currentLight; // only used when lighting interactions member
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/dports/science/py-GPy/GPy-1.10.0/GPy/plotting/ |
H A D | Tango.py | 41 def currentLight(): function
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