/dports/games/quakeforge/quakeforge-0.7.2/libs/video/renderer/gl/ |
H A D | gl_rmain.c | 168 gldepthmin = 0; in glrmain_init() 171 qfglDepthRange (gldepthmin, gldepthmax); in glrmain_init() 286 qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); in R_DrawViewModel() 332 qfglDepthRange (gldepthmin, gldepthmax); in R_DrawViewModel() 504 gldepthmin = 0.5; in R_Mirror() 506 qfglDepthRange (gldepthmin, gldepthmax); in R_Mirror() 511 gldepthmin = 0; in R_Mirror() 513 qfglDepthRange (gldepthmin, gldepthmax); in R_Mirror()
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/dports/games/nehquake/NehQuake-bjp-bin-src.linux/src/ |
H A D | gl_rmain.c | 1051 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawViewModel() 1063 glDepthRange (gldepthmin, gldepthmax); in R_DrawViewModel() 1404 gldepthmin = 0; in R_Clear() 1418 gldepthmin = 0; in R_Clear() 1424 gldepthmin = 1; in R_Clear() 1435 gldepthmin = 0; in R_Clear() 1440 glDepthRange (gldepthmin, gldepthmax); in R_Clear() 1476 gldepthmin = 0.5; in R_Mirror() 1478 glDepthRange (gldepthmin, gldepthmax); in R_Mirror() 1484 gldepthmin = 0; in R_Mirror() [all …]
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H A D | glquake.h | 62 extern float gldepthmin, gldepthmax;
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/dports/games/uhexen2/hexen2source-1.5.9/engine/hexen2/ |
H A D | gl_rmain.c | 1445 glDepthRange_fp (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawViewModel() 1449 glDepthRange_fp (gldepthmin, gldepthmax); in R_DrawViewModel() 1809 gldepthmin = 0; in R_Clear() 1823 gldepthmin = 0; in R_Clear() 1829 gldepthmin = 1; in R_Clear() 1840 gldepthmin = 0; in R_Clear() 1845 glDepthRange_fp (gldepthmin, gldepthmax); in R_Clear() 1890 gldepthmin = 0.5; in R_Mirror() 1892 glDepthRange_fp (gldepthmin, gldepthmax); in R_Mirror() 1908 gldepthmin = 0; in R_Mirror() [all …]
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/dports/games/uhexen2/hexen2source-1.5.9/engine/hexenworld/client/ |
H A D | gl_rmain.c | 1527 glDepthRange_fp (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawViewModel() 1531 glDepthRange_fp (gldepthmin, gldepthmax); in R_DrawViewModel() 1891 gldepthmin = 0; in R_Clear() 1905 gldepthmin = 0; in R_Clear() 1911 gldepthmin = 1; in R_Clear() 1922 gldepthmin = 0; in R_Clear() 1927 glDepthRange_fp (gldepthmin, gldepthmax); in R_Clear() 1973 gldepthmin = 0.5; 1975 glDepthRange_fp (gldepthmin, gldepthmax); 1989 gldepthmin = 0; [all …]
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_candygl/ |
H A D | gl_rmain.c | 36 float gldepthmin, gldepthmax; variable 714 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_SHORT*(gldepthmax-gldepthmin)); in GL_DrawParticles() 716 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_MID*(gldepthmax-gldepthmin)); in GL_DrawParticles() 718 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_LONG*(gldepthmax-gldepthmin)); in GL_DrawParticles() 1131 qglDepthRange (gldepthmin, gldepthmax); in GL_DrawParticles() 1134 qglDepthRange (gldepthmin, gldepthmax); in GL_DrawParticles() 1448 gldepthmin = 0; in R_Clear() 1454 gldepthmin = 1; in R_Clear() 1465 gldepthmin = 0; in R_Clear() 1478 qglDepthRange (gldepthmin, gldepthmax); in R_Clear()
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H A D | gl_mesh.c | 1053 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 1153 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_candygl/ |
H A D | gl_rmain.c | 36 float gldepthmin, gldepthmax; variable 714 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_SHORT*(gldepthmax-gldepthmin)); in GL_DrawParticles() 716 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_MID*(gldepthmax-gldepthmin)); in GL_DrawParticles() 718 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_LONG*(gldepthmax-gldepthmin)); in GL_DrawParticles() 1131 qglDepthRange (gldepthmin, gldepthmax); in GL_DrawParticles() 1134 qglDepthRange (gldepthmin, gldepthmax); in GL_DrawParticles() 1448 gldepthmin = 0; in R_Clear() 1454 gldepthmin = 1; in R_Clear() 1465 gldepthmin = 0; in R_Clear() 1478 qglDepthRange (gldepthmin, gldepthmax); in R_Clear()
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H A D | gl_mesh.c | 1053 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 1153 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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/dports/games/quake2max/Quake2maX_0.45-src_unix/ref_gl/ |
H A D | gl_rmain.c | 37 float gldepthmin, gldepthmax; variable 1068 qglDepthRange (gldepthmin, gldepthmax); in R_DrawDecals() 1104 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAllAddGlareParticles() 1134 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAllSubDecals() 1164 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAllDecals() 1615 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_SHORT*(gldepthmax-gldepthmin)); in renderParticle() 1617 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_MID*(gldepthmax-gldepthmin)); in renderParticle() 1619 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_LONG*(gldepthmax-gldepthmin)); in renderParticle() 2213 gldepthmin = 0; in R_Clear() 2219 gldepthmin = 1; in R_Clear() [all …]
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H A D | gl_mesh.c | 2145 qglDepthRange (gldepthmin, gldepthmin + 0.01*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 2147 qglDepthRange (gldepthmin, gldepthmin + 0.5*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 2237 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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/dports/games/quakeforge/quakeforge-0.7.2/include/QF/GL/ |
H A D | qf_vid.h | 50 extern float gldepthmin, gldepthmax;
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/dports/games/r1q2/r1q2-8012_5/ref_gl/ |
H A D | gl_mesh.c | 773 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 867 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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/dports/games/quetoo/quetoo-0.6.1/src/ |
H A D | gl_rmain.c | 32 float gldepthmin, gldepthmax; variable 627 gldepthmin = 0; in GL_Clear() 631 gldepthmin = 1; in GL_Clear() 640 gldepthmin = 0; in GL_Clear() 645 qglDepthRange(gldepthmin, gldepthmax); in GL_Clear()
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/dports/games/q2p/Q2P-0.2-2006-12-31/ref_gl/ |
H A D | gl_rmain.c | 54 float gldepthmin, gldepthmax; variable 1056 qglDepthRange (gldepthmin, gldepthmax); in R_DrawDecals() 1088 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAllSubDecals() 1118 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAllDecals() 1156 qglDepthRange (gldepthmin, gldepthmax); in R_DrawParticles() 1189 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAllParticles() 1367 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_SHORT*(gldepthmax-gldepthmin)); in renderParticle() 1369 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_MID*(gldepthmax-gldepthmin)); in renderParticle() 1371 qglDepthRange (gldepthmin, gldepthmin + DEPTHHACK_RANGE_LONG*(gldepthmax-gldepthmin)); in renderParticle() 2307 gldepthmin = 0; in R_Clear() [all …]
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H A D | gl_mesh.c | 774 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 860 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_gl/ |
H A D | gl_mesh.c | 751 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 857 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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H A D | gl_rmain.c | 33 float gldepthmin, gldepthmax; variable 777 gldepthmin = 0; in R_Clear() 783 gldepthmin = 1; in R_Clear() 794 gldepthmin = 0; in R_Clear() 799 qglDepthRange (gldepthmin, gldepthmax); in R_Clear()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_gl/ |
H A D | gl_mesh.c | 751 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel() 857 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
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H A D | gl_rmain.c | 33 float gldepthmin, gldepthmax; variable 777 gldepthmin = 0; in R_Clear() 783 gldepthmin = 1; in R_Clear() 794 gldepthmin = 0; in R_Clear() 799 qglDepthRange (gldepthmin, gldepthmax); in R_Clear()
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/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/ |
H A D | gl_rmain.c | 64 float gldepthmin, gldepthmax; variable 892 qglDepthRange(gldepthmin, gldepthmin + DEPTHHACK_RANGE_SHORT * (gldepthmax - gldepthmin)); in GL_DrawParticles() 894 qglDepthRange(gldepthmin, gldepthmin + DEPTHHACK_RANGE_MID * (gldepthmax - gldepthmin)); in GL_DrawParticles() 896 qglDepthRange(gldepthmin, gldepthmin + DEPTHHACK_RANGE_LONG * (gldepthmax - gldepthmin)); in GL_DrawParticles() 1310 qglDepthRange(gldepthmin, gldepthmax); in GL_DrawParticles() 1313 qglDepthRange(gldepthmin, gldepthmax); in GL_DrawParticles() 1846 gldepthmin = 0; in R_Clear() 1850 qglDepthRange(gldepthmin, gldepthmax); in R_Clear()
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H A D | gl_md3.c | 496 qglDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); in R_DrawAliasMD3Model() 563 qglDepthRange(gldepthmin, gldepthmax); in R_DrawAliasMD3Model()
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H A D | gl_mesh.c | 1049 qglDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); in R_DrawAliasModel() 1175 qglDepthRange(gldepthmin, gldepthmax); in R_DrawAliasModel()
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/dports/games/tenebrae/tenebrae_0/ |
H A D | glquake2.h | 53 extern float gldepthmin, gldepthmax;
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/dports/games/uhexen2/hexen2source-1.5.9/engine/h2shared/ |
H A D | glquake.h | 174 extern float gldepthmin, gldepthmax;
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