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/dports/misc/openvdb/openvdb-9.0.0/openvdb/openvdb/viewer/
H A DFont.cc117 glShadeModel(GL_FLAT); in initialize() local
/dports/games/egoboo/egoboo-2.8.1/src/game/
H A Dgraphic_fan.c156 GL_DEBUG( glShadeModel )( GL_SMOOTH ); // GL_LIGHTING_BIT in render_fan() local
488 GL_DEBUG( glShadeModel )( GL_SMOOTH ); // GL_LIGHTING_BIT in render_water_fan() local
H A Dgraphic.c3277 GL_DEBUG( glShadeModel )( GL_FLAT ); // GL_LIGHTING_BIT in render_world_background() local
3418 GL_DEBUG( glShadeModel )( GL_FLAT ); // GL_LIGHTING_BIT in render_world_overlay() local
4293 GL_DEBUG( glShadeModel )( GL_FLAT ); // GL_LIGHTING_BIT in render_all_billboards() local
4352 GL_DEBUG( glShadeModel )( GL_FLAT ); // GL_LIGHTING_BIT in draw_all_lines() local
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/webgl/src/sdk/demos/google/san-angeles/gles/
H A Dimportgl.h152 #define glShadeModel FNPTR(glShadeModel) macro
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/webgl/src/sdk/demos/google/san-angeles/gles/t/
H A Dimportgl.h152 #define glShadeModel FNPTR(glShadeModel) macro
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/webgl/src/sdk/demos/google/san-angeles/glut/
H A Dimportgl.h152 #define glShadeModel FNPTR(glShadeModel) macro
/dports/x11-toolkits/pangolin/Pangolin-0.6/include/pangolin/gl/
H A Dglstate.h152 inline void glShadeModel(GLint mode) in glShadeModel() function
/dports/graphics/jogamp-jogl/jogl/src/jogl/classes/com/jogamp/opengl/fixedfunc/
H A DGLLightingFunc.java67 public void glShadeModel(int mode); in glShadeModel() method
/dports/cad/opencascade/opencascade-7.6.0/inc/
H A DOpenGl_GlCore11.hxx93 inline void glShadeModel (GLenum theMode) in glShadeModel() function
/dports/cad/opencascade/opencascade-7.6.0/src/OpenGl/
H A DOpenGl_GlCore11.hxx93 inline void glShadeModel (GLenum theMode) in glShadeModel() function
/dports/games/trenchbroom/TrenchBroom-ed46601/common/src/Renderer/
H A DGL.cpp68 Func1<void, GLenum> glShadeModel; variable
/dports/x11-toolkits/pangolin/Pangolin-0.6/include/pangolin/gl/compat/
H A Dgl2engine.h305 inline void glShadeModel( GLenum mode) in glShadeModel() function
/dports/editors/lazarus/lazarus/lcl/interfaces/customdrawn/android/
H A Dgles.pas765 procedure glShadeModel(mode: GLenum); cdecl; external libname; procedure
/dports/editors/lazarus-devel/lazarus-6df7e8756882f7d7f28f662011ee72f21746c580/lcl/interfaces/customdrawn/android/
H A Dgles.pas765 procedure glShadeModel(mode: GLenum); cdecl; external libname; procedure
/dports/editors/lazarus-qt5/lazarus/lcl/interfaces/customdrawn/android/
H A Dgles.pas765 procedure glShadeModel(mode: GLenum); cdecl; external libname; procedure
/dports/editors/lazarus-qt5-devel/lazarus-6df7e8756882f7d7f28f662011ee72f21746c580/lcl/interfaces/customdrawn/android/
H A Dgles.pas765 procedure glShadeModel(mode: GLenum); cdecl; external libname; procedure
/dports/games/frogatto/frogatto-1.3.1/src/
H A Dgles2.cpp122 void glShadeModel(GLenum mode) in glShadeModel() function
/dports/math/octave/octave-6.4.0/libgui/graphics/
H A Dqopengl-functions.h396 void glShadeModel (GLenum mode) in glShadeModel() function
/dports/math/octave/octave-6.4.0/libinterp/corefcn/
H A Doct-opengl.h406 virtual void glShadeModel (GLenum mode) in glShadeModel() function
/dports/games/dxx-rebirth/dxx-rebirth_20211220-src/common/include/
H A Dloadgl.h166 #define glShadeModel dglShadeModel macro
/dports/graphics/jogamp-jogl/jogl/src/jogl/classes/jogamp/opengl/util/glsl/fixedfunc/
H A DFixedFuncHook.java343 public void glShadeModel(final int mode) { in glShadeModel() method in FixedFuncHook
H A DFixedFuncPipeline.java548 public void glShadeModel(final GL2ES2 gl, final int mode) { in glShadeModel() method in FixedFuncPipeline
/dports/graphics/jogl/jogl-1.1.1_9/jogl/make/
H A Dnative-taglet.properties223 glShadeModel=glShadeModel.xml key
/dports/graphics/blender/blender-2.91.0/intern/glew-mx/intern/
H A Dgl-deprecated.h408 #define glShadeModel DO_NOT_USE_glShadeModel macro
/dports/games/retroarch/RetroArch-1.9.7/gfx/include/userland/interface/khronos/common/
H A Dkhrn_client_mangle.h218 #define glShadeModel mangled_glShadeModel macro

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