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Searched refs:splitZNear (Results 1 – 2 of 2) sorted by relevance

/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/
H A Dtr_main.c2410 float splitZNear, splitZFar, splitBias; in R_RenderSunShadowMaps() local
2458 splitZNear = viewZNear; in R_RenderSunShadowMaps()
2462 splitZNear = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias; in R_RenderSunShadowMaps()
2468 splitZNear = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias; in R_RenderSunShadowMaps()
2543 lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f); in R_RenderSunShadowMaps()
2544 ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f); in R_RenderSunShadowMaps()
2545 VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base); in R_RenderSunShadowMaps()
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/
H A Dtr_main.c2452 float splitZNear, splitZFar, splitBias; in R_RenderSunShadowMaps() local
2500 splitZNear = viewZNear; in R_RenderSunShadowMaps()
2504 splitZNear = CalcSplit(viewZNear, viewZFar, 1, 3) + splitBias; in R_RenderSunShadowMaps()
2510 splitZNear = CalcSplit(viewZNear, viewZFar, 2, 3) + splitBias; in R_RenderSunShadowMaps()
2585 lx = splitZNear * tan(fd->fov_x * M_PI / 360.0f); in R_RenderSunShadowMaps()
2586 ly = splitZNear * tan(fd->fov_y * M_PI / 360.0f); in R_RenderSunShadowMaps()
2587 VectorMA(fd->vieworg, splitZNear, fd->viewaxis[0], base); in R_RenderSunShadowMaps()