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Searched refs:AI_MATKEY_OPACITY (Results 151 – 175 of 175) sorted by relevance

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/dports/x11-toolkits/qt5-quick3d/kde-qtquick3d-5.15.2p19/src/plugins/assetimporters/assimp/
H A Dassimpimporter.cpp912 result = material->Get(AI_MATKEY_OPACITY, opacity); in generateMaterial()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/plugins/sceneparsers/assimp/
H A Dassimpimporter.cpp1326 if (assimpMaterial->Get(AI_MATKEY_OPACITY, value) == aiReturn_SUCCESS) in copyMaterialFloatProperties()
/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A DColladaLoader.cpp1247 mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY ); in FillMaterials()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A DColladaExporter.cpp703 …materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) ==… in WriteMaterials()
H A DColladaLoader.cpp1648 mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY ); in FillMaterials()
H A DFBXConverter.cpp2142 out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY ); in SetShadingPropertiesCommon()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/Collada/
H A DColladaExporter.cpp765 …materials[a].transparency.exist = mat->Get( AI_MATKEY_OPACITY, materials[a].transparency.value) ==… in WriteMaterials()
H A DColladaLoader.cpp1660 mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY); in FillMaterials()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A DColladaLoader.cpp1369 mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY ); in FillMaterials()
H A DFBXConverter.cpp1781 out_mat->AddProperty(&Opacity,1,AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/Collada/
H A DColladaExporter.cpp729 …material.transparency.exist = mat.Get(AI_MATKEY_OPACITY, material.transparency.value) == aiReturn_… in WriteMaterials()
H A DColladaLoader.cpp1638 mat.AddProperty(&effect.mTransparency, 1, AI_MATKEY_OPACITY); in FillMaterials()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A DColladaLoader.cpp1402 mat.AddProperty( &effect.mTransparency, 1, AI_MATKEY_OPACITY ); in FillMaterials()
H A DFBXConverter.cpp2111 out_mat->AddProperty( &Opacity, 1, AI_MATKEY_OPACITY ); in SetShadingPropertiesCommon()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/FBX/
H A DFBXConverter.cpp2238 out_mat->AddProperty(&Opacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
2241 out_mat->AddProperty(&CalculatedOpacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
H A DFBXExporter.cpp1421 m->Get(AI_MATKEY_OPACITY, f); in WriteObjects()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/FBX/
H A DFBXConverter.cpp2196 out_mat->AddProperty(&Opacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
2198 out_mat->AddProperty(&CalculatedOpacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
H A DFBXExporter.cpp1502 m->Get(AI_MATKEY_OPACITY, f); in WriteObjects()
/dports/devel/godot/godot-3.2.3-stable/thirdparty/assimp/code/FBX/
H A DFBXConverter.cpp2230 out_mat->AddProperty(&Opacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
2233 out_mat->AddProperty(&CalculatedOpacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
H A DFBXExporter.cpp1421 m->Get(AI_MATKEY_OPACITY, f); in WriteObjects()
/dports/devel/godot-tools/godot-3.2.3-stable/thirdparty/assimp/code/FBX/
H A DFBXConverter.cpp2230 out_mat->AddProperty(&Opacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
2233 out_mat->AddProperty(&CalculatedOpacity, 1, AI_MATKEY_OPACITY); in SetShadingPropertiesCommon()
H A DFBXExporter.cpp1421 m->Get(AI_MATKEY_OPACITY, f); in WriteObjects()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/glTF2/
H A DglTF2Exporter.cpp812 if (mat.Get(AI_MATKEY_OPACITY, opacity) == AI_SUCCESS) { in ExportMaterials()
H A DglTF2Importer.cpp277 aimat->AddProperty(&mat.pbrMetallicRoughness.baseColorFactor[3], 1, AI_MATKEY_OPACITY); in ImportMaterial()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/Tools/AssetImporter/
H A DAssetImporter.cpp1868 if (material->Get(AI_MATKEY_OPACITY, floatVal) == AI_SUCCESS) in BuildAndSaveMaterial()

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