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Searched refs:texture_list (Results 1 – 25 of 42) sorted by relevance

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/dports/games/alephone/alephone-release-20190331/Source_Files/RenderMain/
H A DSW_Texture_Extras.cpp103 if (Bitmap >= texture_list[Collection].size()) in AddTexture()
105 texture_list[Collection].resize(Bitmap + 1); in AddTexture()
107 return &texture_list[Collection][Bitmap]; in AddTexture()
115 if (Bitmap >= texture_list[Collection].size()) in GetTexture()
117 return &texture_list[Collection][Bitmap]; in GetTexture()
122 …for (std::vector<SW_Texture>::iterator i = texture_list[collection_index].begin(); i != texture_li… in Load()
131 …for (std::vector<SW_Texture>::iterator i = texture_list[collection_index].begin(); i != texture_li… in Unload()
141 texture_list[i].clear(); in Reset()
H A DSW_Texture_Extras.h81 std::vector<SW_Texture> texture_list[NUMBER_OF_COLLECTIONS]; variable
/dports/games/naev/naev-0.7.0/src/
H A Dopengl_tex.c41 static glTexList* texture_list = NULL; /**< Texture list. */ variable
572 if (texture_list != NULL) { in gl_texExists()
573 for (cur=texture_list; cur!=NULL; cur=cur->next) { in gl_texExists()
599 texture_list = new; in gl_texAdd()
601 for (cur=texture_list; cur!=NULL; cur=cur->next) in gl_texAdd()
737 for (cur=texture_list; cur!=NULL; cur=cur->next) { in gl_freeTexture()
752 texture_list = cur->next; in gl_freeTexture()
754 texture_list = NULL; in gl_freeTexture()
796 if (texture_list != NULL) { in gl_dupTexture()
909 if (texture_list != NULL) { in gl_exitTextures()
[all …]
/dports/multimedia/mlt7-qt5/mlt-7.0.1/src/modules/movit/
H A Dfilter_glsl_manager.cpp120 for (int i = 0; i < texture_list.count(); ++i) { in get_texture()
121 glsl_texture tex = (glsl_texture) texture_list.peek(i); in get_texture()
162 texture_list.push_back(gtex); in get_texture()
175 g->texture_list.push_back(texture); in release_texture()
224 while (texture_list.peek_back()) { in cleanupContext()
225 glsl_texture texture = (glsl_texture) texture_list.peek_back(); in cleanupContext()
228 texture_list.pop_back(); in cleanupContext()
418 while (texture_list.count() > 0) { in render_frame_texture()
419 glsl_texture texture = (glsl_texture) texture_list.pop_back(); in render_frame_texture()
H A Dfilter_glsl_manager.h137 Mlt::Deque texture_list; variable
/dports/multimedia/mlt7/mlt-7.0.1/src/modules/movit/
H A Dfilter_glsl_manager.cpp120 for (int i = 0; i < texture_list.count(); ++i) { in get_texture()
121 glsl_texture tex = (glsl_texture) texture_list.peek(i); in get_texture()
162 texture_list.push_back(gtex); in get_texture()
175 g->texture_list.push_back(texture); in release_texture()
224 while (texture_list.peek_back()) { in cleanupContext()
225 glsl_texture texture = (glsl_texture) texture_list.peek_back(); in cleanupContext()
228 texture_list.pop_back(); in cleanupContext()
418 while (texture_list.count() > 0) { in render_frame_texture()
419 glsl_texture texture = (glsl_texture) texture_list.pop_back(); in render_frame_texture()
/dports/multimedia/mlt6/mlt-6.26.1/src/modules/opengl/
H A Dfilter_glsl_manager.cpp120 for (int i = 0; i < texture_list.count(); ++i) { in get_texture()
121 glsl_texture tex = (glsl_texture) texture_list.peek(i); in get_texture()
162 texture_list.push_back(gtex); in get_texture()
175 g->texture_list.push_back(texture); in release_texture()
224 while (texture_list.peek_back()) { in cleanupContext()
225 glsl_texture texture = (glsl_texture) texture_list.peek_back(); in cleanupContext()
228 texture_list.pop_back(); in cleanupContext()
418 while (texture_list.count() > 0) { in render_frame_texture()
419 glsl_texture texture = (glsl_texture) texture_list.pop_back(); in render_frame_texture()
H A Dfilter_glsl_manager.h137 Mlt::Deque texture_list; variable
/dports/multimedia/mlt6-qt5/mlt-6.26.1/src/modules/opengl/
H A Dfilter_glsl_manager.cpp120 for (int i = 0; i < texture_list.count(); ++i) { in get_texture()
121 glsl_texture tex = (glsl_texture) texture_list.peek(i); in get_texture()
162 texture_list.push_back(gtex); in get_texture()
175 g->texture_list.push_back(texture); in release_texture()
224 while (texture_list.peek_back()) { in cleanupContext()
225 glsl_texture texture = (glsl_texture) texture_list.peek_back(); in cleanupContext()
228 texture_list.pop_back(); in cleanupContext()
418 while (texture_list.count() > 0) { in render_frame_texture()
419 glsl_texture texture = (glsl_texture) texture_list.pop_back(); in render_frame_texture()
H A Dfilter_glsl_manager.h137 Mlt::Deque texture_list; variable
/dports/multimedia/py-mlt6/mlt-6.26.1/src/modules/opengl/
H A Dfilter_glsl_manager.cpp120 for (int i = 0; i < texture_list.count(); ++i) { in get_texture()
121 glsl_texture tex = (glsl_texture) texture_list.peek(i); in get_texture()
162 texture_list.push_back(gtex); in get_texture()
175 g->texture_list.push_back(texture); in release_texture()
224 while (texture_list.peek_back()) { in cleanupContext()
225 glsl_texture texture = (glsl_texture) texture_list.peek_back(); in cleanupContext()
228 texture_list.pop_back(); in cleanupContext()
418 while (texture_list.count() > 0) { in render_frame_texture()
419 glsl_texture texture = (glsl_texture) texture_list.pop_back(); in render_frame_texture()
H A Dfilter_glsl_manager.h137 Mlt::Deque texture_list; variable
/dports/science/py-ase/ase-3.22.0/ase/gui/
H A Drender.py11 texture_list = ['ase2', 'ase3', 'glass', 'simple', 'pale', variable in Render
45 self.texture_widget = ui.ComboBox(labels=self.texture_list,
46 values=self.texture_list)
/dports/games/d2x/d2x-0.2.5/main/
H A Dpolyobj.c586 grs_bitmap *texture_list[MAX_POLYOBJ_TEXTURES]; variable
624 texture_list[i] = &GameBitmaps[alt_textures[i].index]; in draw_polygon_model()
627 texture_list[i]->bm_handle = texture_list_index[i].index; in draw_polygon_model()
635 texture_list[i] = &GameBitmaps[ObjBitmaps[ObjBitmapPtrs[po->first_texture+i]].index]; in draw_polygon_model()
638 texture_list[i]->bm_handle = texture_list_index[i].index; in draw_polygon_model()
671 g3_draw_polygon_model(po->model_data,texture_list,anim_angles,light,glow_values); in draw_polygon_model()
688 …g3_draw_polygon_model(&po->model_data[po->submodel_ptrs[i]],texture_list,anim_angles,light,glow_va… in draw_polygon_model()
H A Dpolyobj.h90 extern grs_bitmap *texture_list[MAX_POLYOBJ_TEXTURES];
/dports/devel/godot/godot-3.2.3-stable/editor/plugins/
H A Dtile_set_editor_plugin.cpp45 texture_list->clear(); in edit()
247 texture_list->select(texture_list->get_item_count() - 1); in drop_data_fw()
358 texture_list = memnew(ItemList); in TileSetEditor()
359 left_container->add_child(texture_list); in TileSetEditor()
363 texture_list->set_drag_forwarding(this); in TileSetEditor()
773 texture_list->select(texture_list->get_item_count() - 1); in _on_textures_added()
3123 texture_list->set_item_metadata(texture_list->get_item_count() - 1, p_texture->get_rid()); in add_texture()
3127 texture_list->remove_item(texture_list->find_metadata(p_texture->get_rid())); in remove_texture()
3162 texture_list->select(texture_list->find_metadata(selected_texture->get_rid())); in update_texture_list()
3184 texture_list->update(); in update_texture_list_icon()
[all …]
/dports/devel/godot-tools/godot-3.2.3-stable/editor/plugins/
H A Dtile_set_editor_plugin.cpp45 texture_list->clear(); in edit()
247 texture_list->select(texture_list->get_item_count() - 1); in drop_data_fw()
358 texture_list = memnew(ItemList); in TileSetEditor()
359 left_container->add_child(texture_list); in TileSetEditor()
363 texture_list->set_drag_forwarding(this); in TileSetEditor()
773 texture_list->select(texture_list->get_item_count() - 1); in _on_textures_added()
3123 texture_list->set_item_metadata(texture_list->get_item_count() - 1, p_texture->get_rid()); in add_texture()
3127 texture_list->remove_item(texture_list->find_metadata(p_texture->get_rid())); in remove_texture()
3162 texture_list->select(texture_list->find_metadata(selected_texture->get_rid())); in update_texture_list()
3184 texture_list->update(); in update_texture_list_icon()
[all …]
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/similar/main/
H A Dpolyobj.cpp437 std::array<grs_bitmap *, MAX_POLYOBJ_TEXTURES> texture_list; in draw_polygon_model() local
455 for (auto &&[tli, tl] : zip(tlir, partial_range(texture_list, n_textures))) in draw_polygon_model()
471 …g3_draw_polygon_model(&texture_list[0], robot_points, canvas, anim_angles, light, glow_values, po-… in draw_polygon_model()
480 …g3_draw_polygon_model(&texture_list[0], robot_points, canvas, anim_angles, light, glow_values, &po… in draw_polygon_model()
H A Dmorph.cpp558 std::array<grs_bitmap *, MAX_POLYOBJ_TEXTURES> texture_list; in draw_model() local
564 texture_list[i] = &GameBitmaps[bmp.index]; in draw_model()
574 …g3_draw_morphing_model(canvas, &pm->model_data[pm->submodel_ptrs[submodel_num]], &texture_list[0],… in draw_model()
/dports/graphics/povray38/povunix-v3.8.0-beta.2-src/scenes/camera/mesh_camera/
H A Ddemo_room.inc43 texture_list { 1, texture{wm_t_room_auv}}
H A Dvase1.inc465 texture_list { 1, texture{wm_vase1_auv}}
H A Dvase2.inc465 texture_list { 1, texture{wm_vase2_auv}}
/dports/graphics/povray37/povray-3.7.0.10/distribution/scenes/camera/mesh_camera/
H A Dvase2.inc465 texture_list { 1, texture{wm_vase2_auv}}
H A Dvase1.inc465 texture_list { 1, texture{wm_vase1_auv}}
H A Ddemo_room.inc43 texture_list { 1, texture{wm_t_room_auv}}

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