Searched refs:iflag_transparent (Results 1 – 6 of 6) sorted by relevance
4988 fakeHeader.PolyFlags = iflag_transparent; in RenderFlechetteParticle()5251 fakeHeader.PolyFlags = iflag_transparent;5386 fakeHeader.PolyFlags = iflag_transparent; in RenderShaftOfLight()5488 fakeHeader.PolyFlags = iflag_transparent; in RenderShaftOfLight2()5687 fakeHeader.PolyFlags = iflag_transparent; in RenderMirrorSurface()5746 fakeHeader.PolyFlags = iflag_transparent; in RenderMirrorSurface2()5804 fakeHeader.PolyFlags = iflag_transparent; in RenderSmokeTest()5889 fakeHeader.PolyFlags = iflag_transparent; in RenderSky()6111 fakeHeader.PolyFlags = iflag_transparent; in DrawWaterFallPoly()6232 fakeHeader.PolyFlags = iflag_transparent; in RenderPredatorTargetingSegment()[all …]
1664 if (flags & iflag_transparent) in D3D_ZBufferedGouraudPolygon_Output()
498 #define iflag_transparent 0x00000010 /* Function depends on Video Mode */ macro
1267 if (flags & iflag_transparent) in D3D_ZBufferedGouraudPolygon_Output()1883 if (flags & iflag_transparent) in D3D_ZBufferedTexturedPolygon_Output()1923 if (flags & iflag_transparent) in D3D_ZBufferedTexturedPolygon_Output()
2730 if(ssc->Flags & SpriteFlag_SemiTrans) item_list[2]|=iflag_transparent; in copy_sprite_to_shapeheader()
5220 fakeHeader.PolyFlags = iflag_transparent; in RenderTrailSegment()