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Searched refs:eShadingMode (Results 1 – 8 of 8) sorted by relevance

/dports/multimedia/assimp/assimp-5.1.3/tools/assimp_view/
H A DAssetHelper.h136 eShadingMode(), in MeshHelper()
163 aiShadingMode eShadingMode; variable
H A DMaterial.cpp188 if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) in UpdateSpecularMaterials()
893 … if(AI_SUCCESS != aiGetMaterialInteger(pcMat,AI_MATKEY_SHADING_MODEL,(int*)&pcMesh->eShadingMode )) in CreateMaterial()
896 pcMesh->eShadingMode = aiShadingMode_Gouraud; in CreateMaterial()
908 else if (bDefault)pcMesh->eShadingMode = aiShadingMode_Phong; in CreateMaterial()
1046 pcMesh->eShadingMode = aiShadingMode_Gouraud; in CreateMaterial()
1087 if ((pcMesh->eShadingMode != aiShadingMode_Gouraud ? true : false) != in CreateMaterial()
1088 (pc->eShadingMode != aiShadingMode_Gouraud ? true : false)) in CreateMaterial()
1207 if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular) in CreateMaterial()
1294 if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular) in CreateMaterial()
1413 if (pcMesh->eShadingMode != aiShadingMode_Gouraud) in SetupMaterial()
H A DBackground.cpp139 if (aiShadingMode_Gouraud != g_pcAsset->apcMeshes[i]->eShadingMode) { in RemoveSBDeps()
179 if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) { in SetCubeMapBG()
189 if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) { in SetCubeMapBG()
H A DDisplay.cpp1292 aiShadingMode_Gouraud == apclrOut.front().pMesh->eShadingMode) in HandleTreeViewPopup()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/tools/assimp_view/
H A DAssetHelper.h148 eShadingMode(), in MeshHelper()
177 aiShadingMode eShadingMode; variable
H A DMaterial.cpp189 if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) in UpdateSpecularMaterials()
894 … if(AI_SUCCESS != aiGetMaterialInteger(pcMat,AI_MATKEY_SHADING_MODEL,(int*)&pcMesh->eShadingMode )) in CreateMaterial()
897 pcMesh->eShadingMode = aiShadingMode_Gouraud; in CreateMaterial()
909 else if (bDefault)pcMesh->eShadingMode = aiShadingMode_Phong; in CreateMaterial()
1047 pcMesh->eShadingMode = aiShadingMode_Gouraud; in CreateMaterial()
1088 if ((pcMesh->eShadingMode != aiShadingMode_Gouraud ? true : false) != in CreateMaterial()
1089 (pc->eShadingMode != aiShadingMode_Gouraud ? true : false)) in CreateMaterial()
1208 if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular) in CreateMaterial()
1295 if (pcMesh->eShadingMode != aiShadingMode_Gouraud && !g_sOptions.bNoSpecular) in CreateMaterial()
1414 if (pcMesh->eShadingMode != aiShadingMode_Gouraud) in SetupMaterial()
H A DBackground.cpp116 if (aiShadingMode_Gouraud != g_pcAsset->apcMeshes[i]->eShadingMode) in RemoveSBDeps()
164 if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) in SetCubeMapBG()
179 if (aiShadingMode_Phong == g_pcAsset->apcMeshes[i]->eShadingMode) in SetCubeMapBG()
H A DDisplay.cpp1286 aiShadingMode_Gouraud == apclrOut.front().pMesh->eShadingMode) in HandleTreeViewPopup()