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Searched defs:vlight (Results 1 – 14 of 14) sorted by relevance

/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/
H A Dvectorlightlist.cpp43 VectorLightList &VectorLightList::add(VectorLightData &vlight) in add()
54 VectorLightData *vlight = &node->vlight; in add() local
H A Dbillboard.cpp262 { in Spr_VertexColors()
619 { in Rend_DrawSprite()
H A Drend_model.cpp524 static Vector3f rotateLightVector(VectorLightData const &vlight, dfloat yaw, dfloat pitch, in rotateLightVector()
562 { in Mod_VertexColors()
1150 { in Rend_DrawModel()
H A Dmodelrenderer.cpp109 { in DENG2_PIMPL()
H A Drend_main.cpp2474 bool starkLight, VectorLightData &vlight) in lightWithWorldLight()
2499 static bool lightWithLumobj(Vector3d const &point, Lumobj const &lum, VectorLightData &vlight) in lightWithLumobj()
2527 dint visPlaneIndex, VectorLightData &vlight) in lightWithPlaneGlow()
2570 VectorLightData vlight; in Rend_CollectAffectingLights() local
2585 VectorLightData vlight; in Rend_CollectAffectingLights() local
2599 VectorLightData vlight; in Rend_CollectAffectingLights() local
5614 void Rend_DrawVectorLight(VectorLightData const &vlight, dfloat alpha) in Rend_DrawVectorLight()
/dports/science/tinker/tinker/source/
H A Dnblist.f309 subroutine vlight subroutine
318 integer i,j,k
319 integer kgy,kgz
320 integer start,stop
321 real*8 xi,yi,zi
322 real*8 xr,yr,zr
323 real*8 r2,off
324 real*8, allocatable :: xsort(:)
327 logical unique,repeat
381 10 continue
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/include/render/
H A Dvectorlightlist.h29 VectorLightData vlight; member
/dports/math/vtk8/VTK-8.2.0/Rendering/OptiX/
H A DvtkOptiXLightNode.cxx71 vtkLight *vlight = vtkLight::SafeDownCast(this->GetRenderable()); in Render() local
/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/
H A Dr_segs.c917 lightlev_t vlight; // visible light 0..255 in R_RenderMaskedSegRange() local
1297 lightlev_t vlight; // visible light 0..255 in R_RenderThickSideRange() local
1829 lightlev_t vlight = modelsec->lightlevel + foglight; in R_RenderFog() local
1945 lightlev_t vlight; in R_RenderSegLoop() local
2362 lightlev_t vlight; // visible light 0..255 in R_StoreWallRange() local
H A Dr_things.c1354 lightlev_t vlight = *ff_light->lightlevel // visible light 0..255 in R_Split_Sprite_over_FFloor() local
1552 lightlev_t vlight; in R_ProjectSprite() local
1759 lightlev_t vlight = lightlevel + extralight; in R_AddSprites() local
1954 lightlev_t vlight; // 0..255 in R_DrawPSprite() local
1982 lightlev_t vlight; // visible light 0..255 in R_DrawPlayerSprites() local
H A Dr_splats.c486 lightlev_t vlight = pSplat->subsector->sector->lightlevel + extralight; in R_RenderFloorSplat() local
H A Dr_plane.c853 lightlev_t vlight = pl->lightlevel; // visible light 0..255 in R_DrawSinglePlane() local
/dports/graphics/reallyslick/rss-glx_0.9.1/src/
H A Dsundancer2.c57 float vlight, hlight, zlight; variable
/dports/games/assaultcube/AssaultCube_v1.2.0.2/source/src/
H A Dvertmodel.h478 lightvert *vlight = NULL; in render() local