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Searched refs:gldepthmin (Results 1 – 25 of 56) sorted by relevance

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/dports/games/quakeforge/quakeforge-0.7.2/libs/video/renderer/gl/
H A Dgl_rmain.c168 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()
/dports/games/nehquake/NehQuake-bjp-bin-src.linux/src/
H A Dgl_rmain.c1051 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 …]
H A Dglquake.h62 extern float gldepthmin, gldepthmax;
/dports/games/uhexen2/hexen2source-1.5.9/engine/hexen2/
H A Dgl_rmain.c1445 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 …]
/dports/games/uhexen2/hexen2source-1.5.9/engine/hexenworld/client/
H A Dgl_rmain.c1527 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 …]
/dports/games/quake2-source/quake2-r0.16.2/src/ref_candygl/
H A Dgl_rmain.c36 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()
H A Dgl_mesh.c1053 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel()
1153 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
/dports/games/quake2lnx/quake2-r0.16.2/src/ref_candygl/
H A Dgl_rmain.c36 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()
H A Dgl_mesh.c1053 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel()
1153 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
/dports/games/quake2max/Quake2maX_0.45-src_unix/ref_gl/
H A Dgl_rmain.c37 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 …]
H A Dgl_mesh.c2145 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()
/dports/games/quakeforge/quakeforge-0.7.2/include/QF/GL/
H A Dqf_vid.h50 extern float gldepthmin, gldepthmax;
/dports/games/r1q2/r1q2-8012_5/ref_gl/
H A Dgl_mesh.c773 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel()
867 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
/dports/games/quetoo/quetoo-0.6.1/src/
H A Dgl_rmain.c32 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()
/dports/games/q2p/Q2P-0.2-2006-12-31/ref_gl/
H A Dgl_rmain.c54 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 …]
H A Dgl_mesh.c774 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel()
860 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
/dports/games/quake2-source/quake2-r0.16.2/src/ref_gl/
H A Dgl_mesh.c751 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel()
857 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
H A Dgl_rmain.c33 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()
/dports/games/quake2lnx/quake2-r0.16.2/src/ref_gl/
H A Dgl_mesh.c751 qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); in R_DrawAliasModel()
857 qglDepthRange (gldepthmin, gldepthmax); in R_DrawAliasModel()
H A Dgl_rmain.c33 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()
/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/
H A Dgl_rmain.c64 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()
H A Dgl_md3.c496 qglDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); in R_DrawAliasMD3Model()
563 qglDepthRange(gldepthmin, gldepthmax); in R_DrawAliasMD3Model()
H A Dgl_mesh.c1049 qglDepthRange(gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); in R_DrawAliasModel()
1175 qglDepthRange(gldepthmin, gldepthmax); in R_DrawAliasModel()
/dports/games/tenebrae/tenebrae_0/
H A Dglquake2.h53 extern float gldepthmin, gldepthmax;
/dports/games/uhexen2/hexen2source-1.5.9/engine/h2shared/
H A Dglquake.h174 extern float gldepthmin, gldepthmax;

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