/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/ |
H A D | vectorlightlist.cpp | 43 VectorLightList &VectorLightList::add(VectorLightData &vlight) in add() 54 VectorLightData *vlight = &node->vlight; in add() local
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H A D | billboard.cpp | 262 { in Spr_VertexColors() 619 { in Rend_DrawSprite()
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H A D | rend_model.cpp | 524 static Vector3f rotateLightVector(VectorLightData const &vlight, dfloat yaw, dfloat pitch, in rotateLightVector() 562 { in Mod_VertexColors() 1150 { in Rend_DrawModel()
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H A D | modelrenderer.cpp | 109 { in DENG2_PIMPL()
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H A D | rend_main.cpp | 2474 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()
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/dports/science/tinker/tinker/source/ |
H A D | nblist.f | 309 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 [all …]
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/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/include/render/ |
H A D | vectorlightlist.h | 29 VectorLightData vlight; member
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/dports/math/vtk8/VTK-8.2.0/Rendering/OptiX/ |
H A D | vtkOptiXLightNode.cxx | 71 vtkLight *vlight = vtkLight::SafeDownCast(this->GetRenderable()); in Render() local
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/dports/games/doomlegacy/doomlegacy_1.48.8_source/src/ |
H A D | r_segs.c | 917 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
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H A D | r_things.c | 1354 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
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H A D | r_splats.c | 486 lightlev_t vlight = pSplat->subsector->sector->lightlevel + extralight; in R_RenderFloorSplat() local
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H A D | r_plane.c | 853 lightlev_t vlight = pl->lightlevel; // visible light 0..255 in R_DrawSinglePlane() local
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/dports/graphics/reallyslick/rss-glx_0.9.1/src/ |
H A D | sundancer2.c | 57 float vlight, hlight, zlight; variable
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/dports/games/assaultcube/AssaultCube_v1.2.0.2/source/src/ |
H A D | vertmodel.h | 478 lightvert *vlight = NULL; in render() local
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