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Searched defs:sunDir (Results 1 – 25 of 27) sorted by relevance

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/dports/graphics/rigsofrods-caelum/ogre-caelum-0.6.3/main/src/
H A DCaelumSystem.cpp457 Ogre::Vector3 sunDir = getSunDirection(julDay); in updateSubcomponents() local
650 Ogre::ColourValue CaelumSystem::getFogColour (Real time, const Ogre::Vector3 &sunDir) { in getFogColour()
660 Real CaelumSystem::getFogDensity (Real time, const Ogre::Vector3 &sunDir) in getFogDensity()
671 Ogre::ColourValue CaelumSystem::getSunSphereColour (Real time, const Ogre::Vector3 &sunDir) in getSunSphereColour()
682 Ogre::ColourValue CaelumSystem::getSunLightColour (Real time, const Ogre::Vector3 &sunDir) in getSunLightColour()
H A DSkyDome.cpp70 void SkyDome::setSunDirection (const Ogre::Vector3& sunDir) { in setSunDirection()
/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/
H A Dtr_extratypes.h35 float sunDir[3]; member
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/
H A Dtr_extratypes.h35 float sunDir[3]; member
/dports/games/spring/spring_98.0/rts/Rendering/Env/
H A DISky.cpp93 const float3& sunDir = skyLight->GetLightDir(); in SunVisible() local
/dports/games/bzflag-server/bzflag-2.4.22/src/scene/
H A DZSceneDatabase.cxx235 static void setupShadowPlanes(const Frustum* frustum, const float* sunDir, in setupShadowPlanes()
301 const float* sunDir = renderer.getSunDirection(); in addShadowNodes() local
/dports/games/bzflag/bzflag-2.4.22/src/scene/
H A DZSceneDatabase.cxx235 static void setupShadowPlanes(const Frustum* frustum, const float* sunDir, in setupShadowPlanes()
301 const float* sunDir = renderer.getSunDirection(); in addShadowNodes() local
/dports/games/scorched3d/scorched/src/client/sky/
H A DSkyDome.cpp122 Vector sunDir = in drawBackdrop() local
H A DLargeHemisphere.cpp79 Image &colors, Vector &sunDir, int daytime, bool horizonGlow) in drawColored()
H A DHemisphere.cpp96 bool inverse, Image &colors, Vector &sunDir, int daytime, in drawColored()
/dports/games/spring/spring_98.0/rts/Rendering/
H A DShadowHandler.cpp538 float CShadowHandler::GetOrthoProjectedMapRadius(const float3& sunDir, float3& projectionMidPos) co… in GetOrthoProjectedMapRadius() argument
H A DUnitDrawer.cpp2146 void CUnitDrawer::SunChanged(const float3& sunDir) { in SunChanged()
/dports/graphics/yafaray/libYafaRay-3.5.1/src/backgrounds/
H A Dsunsky.cc50 vector3d_t sunDir; member in sunskyBackground_t
H A Ddarksky.cc50 vector3d_t sunDir; member in darkSkyBackground_t
/dports/games/bzflag-server/bzflag-2.4.22/src/bzflag/
H A DSceneRenderer.cxx589 float sunDir[3], moonDir[3]; in setTimeOfDay() local
/dports/games/bzflag/bzflag-2.4.22/src/bzflag/
H A DSceneRenderer.cxx589 float sunDir[3], moonDir[3]; in setTimeOfDay() local
/dports/graphics/embree/embree-3.13.2/tutorials/multi_instanced_geometry/
H A Dmulti_instanced_geometry_device.cpp62 const Vec3fa sunDir = normalize(Vec3fa(-1.f, 1.f, 1.f)); in sampleLightDirection() local
/dports/games/spring/spring_98.0/rts/System/
H A DEventClient.cpp109 void CEventClient::SunChanged(const float3& sunDir) {} in SunChanged()
H A DEventHandler.cpp534 void CEventHandler::SunChanged(const float3& sunDir) in SunChanged()
/dports/games/spring/spring_98.0/rts/Map/SMF/
H A DSMFReadMap.cpp617 void CSMFReadMap::SunChanged(const float3& sunDir) in SunChanged()
/dports/games/spring/spring_98.0/rts/Map/
H A DMapInfo.h120 float4 sunDir; ///< Holds vector for the direction of the sun member
/dports/games/spring/spring_98.0/rts/Rendering/Env/Decals/
H A DGroundDecalHandler.cpp191 void CGroundDecalHandler::SunChanged(const float3& sunDir) { in SunChanged()
/dports/astro/celestia-gtk/celestia-1.6.1/src/celengine/
H A Drender.cpp3246 Vec3f sunDir = iter->sun; in draw() local
7708 Vec3f sunDir = pos - Point3f(0, 0, 0); in renderObject() local
7828 Vec3d sunDir = lightToCasterDir; in testEclipse() local
8326 Vec3f sunDir = Vec3f((float) sd.x, (float) sd.y, (float) sd.z); in renderCometTail() local
/dports/astro/celestia/celestia-1.6.1/src/celengine/
H A Drender.cpp3246 Vec3f sunDir = iter->sun; in draw() local
7708 Vec3f sunDir = pos - Point3f(0, 0, 0); in renderObject() local
7828 Vec3d sunDir = lightToCasterDir; in testEclipse() local
8326 Vec3f sunDir = Vec3f((float) sd.x, (float) sd.y, (float) sd.z); in renderCometTail() local
/dports/games/spring/spring_98.0/rts/Lua/
H A DLuaUnsyncedCtrl.cpp2706 …const float4 sunDir(luaL_checkfloat(L, 1), luaL_checkfloat(L, 2), luaL_checkfloat(L, 3), luaL_chec… in SetSunParameters() local

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