Searched refs:viewLight (Results 1 – 7 of 7) sorted by relevance
362 lightInfo_t viewLight; in addLight() local374 gameEdit->ParseSpawnArgsToRenderLight( &spawnArgs, &viewLight.renderLight ); in addLight()376 viewLight.lightDefHandle = world->AddLightDef( &viewLight.renderLight ); in addLight()377 viewLight.origin = viewLight.renderLight.origin; in addLight()378 viewLight.shader = declManager->FindMaterial( "lights/defaultPointLight", false ); in addLight()379 viewLight.color.x = viewLight.renderLight.shaderParms[ SHADERPARM_RED ]; in addLight()380 viewLight.color.y = viewLight.renderLight.shaderParms[ SHADERPARM_GREEN ]; in addLight()381 viewLight.color.z = viewLight.renderLight.shaderParms[ SHADERPARM_BLUE ]; in addLight()382 viewLight.radius = 300.f; in addLight()383 viewLight.allowMove = true; in addLight()[all …]
322 for ( viewLight_t *viewLight = viewDef->viewLights ; viewLight ; viewLight = viewLight->next ) { in WriteVisibleDefs() local323 idRenderLightLocal *light = viewLight->lightDef; in WriteVisibleDefs()
99 viewLight = NULL; in idRenderLightLocal()
694 return lightDef->viewLight->scissorRect; in CalcInteractionScissorRectangle()706 return lightDef->viewLight->scissorRect; in CalcInteractionScissorRectangle()729 portalRect.Intersect( lightDef->viewLight->scissorRect ); in CalcInteractionScissorRectangle()731 portalRect = lightDef->viewLight->scissorRect; in CalcInteractionScissorRectangle()1034 vLight = lightDef->viewLight; in AddActiveInteraction()
594 return lightDef->viewLight->scissorRect; in R_CalcIntersectionScissor()629 rect.Intersect( lightDef->viewLight->scissorRect ); in R_CalcIntersectionScissor()
465 return light->viewLight; in R_SetLightDefViewLight()510 light->viewLight = vLight; in R_SetLightDefViewLight()
229 struct viewLight_s * viewLight; variable