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Searched refs:Discreet3DS (Results 1 – 25 of 41) sorted by relevance

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/dports/games/spring/spring_98.0/rts/lib/assimp/code/
H A D3DSLoader.cpp233 Discreet3DS::Chunk psChunk; in SkipChunk()
250 case Discreet3DS::CHUNK_PRJ: in ParseMainChunk()
252 case Discreet3DS::CHUNK_MAIN: in ParseMainChunk()
270 case Discreet3DS::CHUNK_OBJMESH: in ParseEditorChunk()
383 case Discreet3DS::CHUNK_LIGHT: in ParseChunk()
414 case Discreet3DS::CHUNK_CAMERA: in ParseChunk()
492 case Discreet3DS::CHUNK_RGBF: in ParseLightChunk()
1299 Discreet3DS::Chunk chunk; in ParsePercentageChunk()
1320 Discreet3DS::Chunk chunk; in ParseColorChunk()
1332 case Discreet3DS::CHUNK_RGBF: in ParseColorChunk()
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H A D3DSHelper.h59 class Discreet3DS
62 inline Discreet3DS() {} in Discreet3DS() function
367 mShading(Discreet3DS::Gouraud), in Material()
392 Discreet3DS::shadetype3ds mShading;
H A D3DSConverter.cpp247 if (D3DS::Discreet3DS::Phong == oldMat.mShading || in ConvertMaterial()
248 D3DS::Discreet3DS::Metal == oldMat.mShading) in ConvertMaterial()
252 oldMat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
278 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
283 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
290 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
294 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
297 case D3DS::Discreet3DS::Metal : in ConvertMaterial()
303 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
H A DASELoader.cpp258 mat.mShading = Discreet3DS::Gouraud; in GenerateDefaultMaterial()
837 else if (D3DS::Discreet3DS::Metal == mat.mShading || in ConvertMaterial()
838 D3DS::Discreet3DS::Phong == mat.mShading || in ConvertMaterial()
839 D3DS::Discreet3DS::Blinn == mat.mShading) in ConvertMaterial()
841 mat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
858 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
860 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
862 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
867 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
873 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
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/dports/devel/upp/upp/bazaar/plugin/assimp/code/3DS/
H A D3DSLoader.cpp268 Discreet3DS::Chunk psChunk; in SkipChunk()
285 case Discreet3DS::CHUNK_PRJ: in ParseMainChunk()
287 case Discreet3DS::CHUNK_MAIN: in ParseMainChunk()
305 case Discreet3DS::CHUNK_OBJMESH: in ParseEditorChunk()
414 case Discreet3DS::CHUNK_LIGHT: in ParseChunk()
445 case Discreet3DS::CHUNK_CAMERA: in ParseChunk()
523 case Discreet3DS::CHUNK_RGBF: in ParseLightChunk()
1346 Discreet3DS::Chunk chunk; in ParsePercentageChunk()
1368 Discreet3DS::Chunk chunk; in ParseColorChunk()
1380 case Discreet3DS::CHUNK_RGBF: in ParseColorChunk()
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H A D3DSExporter.cpp196 ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN); in Discreet3DSExporter()
199 ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH); in Discreet3DSExporter()
316 Discreet3DS::shadetype3ds shading_mode_out; in WriteMaterials()
320 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
327 shading_mode_out = Discreet3DS::Gouraud; in WriteMaterials()
334 shading_mode_out = Discreet3DS::Phong; in WriteMaterials()
338 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
529 ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT); in WriteFaceMaterialChunk()
562 ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF); in WriteColor()
570 ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF); in WritePercentChunk()
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H A D3DSHelper.h67 class Discreet3DS {
69 Discreet3DS() AI_NO_EXCEPT { in Discreet3DS() function
73 ~Discreet3DS() { in ~Discreet3DS()
382 , mShading(Discreet3DS::Gouraud) in Material()
464 Discreet3DS::shadetype3ds mShading;
H A D3DSConverter.cpp258 if (D3DS::Discreet3DS::Phong == oldMat.mShading || in ConvertMaterial()
259 D3DS::Discreet3DS::Metal == oldMat.mShading) in ConvertMaterial()
263 oldMat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
289 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
294 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
301 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
305 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
308 case D3DS::Discreet3DS::Metal : in ConvertMaterial()
314 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/3DS/
H A D3DSLoader.cpp258 Discreet3DS::Chunk psChunk; in SkipChunk()
273 case Discreet3DS::CHUNK_PRJ: in ParseMainChunk()
276 case Discreet3DS::CHUNK_MAIN: in ParseMainChunk()
292 case Discreet3DS::CHUNK_OBJMESH: in ParseEditorChunk()
390 case Discreet3DS::CHUNK_LIGHT: { in ParseChunk()
494 case Discreet3DS::CHUNK_RGBF: in ParseLightChunk()
495 case Discreet3DS::CHUNK_LINRGBF: in ParseLightChunk()
726 if (Discreet3DS::CHUNK_TRACKCAMTGT == parent || Discreet3DS::CHUNK_TRACKLIGTGT == parent) { in ParseHierarchyChunk()
1267 Discreet3DS::Chunk chunk; in ParsePercentageChunk()
1288 Discreet3DS::Chunk chunk; in ParseColorChunk()
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H A D3DSExporter.cpp192 ChunkWriter curRootChunk(writer, Discreet3DS::CHUNK_MAIN); in Discreet3DSExporter()
315 Discreet3DS::shadetype3ds shading_mode_out; in WriteMaterials()
319 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
326 shading_mode_out = Discreet3DS::Gouraud; in WriteMaterials()
334 shading_mode_out = Discreet3DS::Phong; in WriteMaterials()
338 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
438 ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJBLOCK); in WriteMeshes()
445 ChunkWriter chunk2(writer, Discreet3DS::CHUNK_TRIMESH); in WriteMeshes()
532 ChunkWriter curChunk(writer, Discreet3DS::CHUNK_FACEMAT); in WriteFaceMaterialChunk()
565 ChunkWriter curChunk(writer, Discreet3DS::CHUNK_RGBF); in WriteColor()
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H A D3DSConverter.cpp229 if (D3DS::Discreet3DS::Phong == oldMat.mShading || in ConvertMaterial()
230 D3DS::Discreet3DS::Metal == oldMat.mShading) { in ConvertMaterial()
232 oldMat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
254 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
260 case D3DS::Discreet3DS::Wire: { in ConvertMaterial()
266 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
271 case D3DS::Discreet3DS::Phong: in ConvertMaterial()
275 case D3DS::Discreet3DS::Metal: in ConvertMaterial()
282 case D3DS::Discreet3DS::Blinn: in ConvertMaterial()
/dports/graphics/qt5-3d/kde-qt3d-5.15.2p39/src/3rdparty/assimp/code/
H A D3DSLoader.cpp266 Discreet3DS::Chunk psChunk; in SkipChunk()
283 case Discreet3DS::CHUNK_PRJ: in ParseMainChunk()
285 case Discreet3DS::CHUNK_MAIN: in ParseMainChunk()
303 case Discreet3DS::CHUNK_OBJMESH: in ParseEditorChunk()
416 case Discreet3DS::CHUNK_LIGHT: in ParseChunk()
447 case Discreet3DS::CHUNK_CAMERA: in ParseChunk()
525 case Discreet3DS::CHUNK_RGBF: in ParseLightChunk()
1351 Discreet3DS::Chunk chunk; in ParsePercentageChunk()
1371 Discreet3DS::Chunk chunk; in ParseColorChunk()
1383 case Discreet3DS::CHUNK_RGBF: in ParseColorChunk()
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H A D3DSExporter.cpp193 ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN); in Discreet3DSExporter()
196 ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH); in Discreet3DSExporter()
313 Discreet3DS::shadetype3ds shading_mode_out; in WriteMaterials()
317 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
324 shading_mode_out = Discreet3DS::Gouraud; in WriteMaterials()
331 shading_mode_out = Discreet3DS::Phong; in WriteMaterials()
335 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
526 ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT); in WriteFaceMaterialChunk()
559 ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF); in WriteColor()
567 ChunkWriter chunk(writer, Discreet3DS::CHUNK_PERCENTF); in WritePercentChunk()
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H A D3DSHelper.h66 class Discreet3DS {
68 Discreet3DS() { in Discreet3DS() function
72 ~Discreet3DS() { in ~Discreet3DS()
378 , mShading(Discreet3DS::Gouraud) in Material()
403 Discreet3DS::shadetype3ds mShading;
H A D3DSConverter.cpp257 if (D3DS::Discreet3DS::Phong == oldMat.mShading || in ConvertMaterial()
258 D3DS::Discreet3DS::Metal == oldMat.mShading) in ConvertMaterial()
262 oldMat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
288 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
293 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
300 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
304 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
307 case D3DS::Discreet3DS::Metal : in ConvertMaterial()
313 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/Assimp/code/
H A D3DSLoader.cpp265 Discreet3DS::Chunk psChunk; in SkipChunk()
282 case Discreet3DS::CHUNK_PRJ: in ParseMainChunk()
284 case Discreet3DS::CHUNK_MAIN: in ParseMainChunk()
302 case Discreet3DS::CHUNK_OBJMESH: in ParseEditorChunk()
415 case Discreet3DS::CHUNK_LIGHT: in ParseChunk()
446 case Discreet3DS::CHUNK_CAMERA: in ParseChunk()
524 case Discreet3DS::CHUNK_RGBF: in ParseLightChunk()
1342 Discreet3DS::Chunk chunk; in ParsePercentageChunk()
1363 Discreet3DS::Chunk chunk; in ParseColorChunk()
1375 case Discreet3DS::CHUNK_RGBF: in ParseColorChunk()
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H A D3DSExporter.cpp191 ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN); in Discreet3DSExporter()
194 ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH); in Discreet3DSExporter()
305 Discreet3DS::shadetype3ds shading_mode_out; in WriteMaterials()
309 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
316 shading_mode_out = Discreet3DS::Gouraud; in WriteMaterials()
323 shading_mode_out = Discreet3DS::Phong; in WriteMaterials()
327 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
381 ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE); in WriteTexture()
518 ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT); in WriteFaceMaterialChunk()
551 ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF); in WriteColor()
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H A D3DSHelper.h65 class Discreet3DS
68 inline Discreet3DS() {} in Discreet3DS() function
374 mShading(Discreet3DS::Gouraud), in Material()
399 Discreet3DS::shadetype3ds mShading;
H A D3DSConverter.cpp252 if (D3DS::Discreet3DS::Phong == oldMat.mShading || in ConvertMaterial()
253 D3DS::Discreet3DS::Metal == oldMat.mShading) in ConvertMaterial()
257 oldMat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
283 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
288 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
295 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
299 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
302 case D3DS::Discreet3DS::Metal : in ConvertMaterial()
308 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
/dports/games/doomsday/doomsday-2.3.1/doomsday/external/assimp/code/
H A D3DSLoader.cpp264 Discreet3DS::Chunk psChunk; in SkipChunk()
281 case Discreet3DS::CHUNK_PRJ: in ParseMainChunk()
283 case Discreet3DS::CHUNK_MAIN: in ParseMainChunk()
301 case Discreet3DS::CHUNK_OBJMESH: in ParseEditorChunk()
414 case Discreet3DS::CHUNK_LIGHT: in ParseChunk()
445 case Discreet3DS::CHUNK_CAMERA: in ParseChunk()
523 case Discreet3DS::CHUNK_RGBF: in ParseLightChunk()
1341 Discreet3DS::Chunk chunk; in ParsePercentageChunk()
1362 Discreet3DS::Chunk chunk; in ParseColorChunk()
1374 case Discreet3DS::CHUNK_RGBF: in ParseColorChunk()
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H A D3DSExporter.cpp191 ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAIN); in Discreet3DSExporter()
194 ChunkWriter chunk(writer, Discreet3DS::CHUNK_OBJMESH); in Discreet3DSExporter()
305 Discreet3DS::shadetype3ds shading_mode_out; in WriteMaterials()
309 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
316 shading_mode_out = Discreet3DS::Gouraud; in WriteMaterials()
323 shading_mode_out = Discreet3DS::Phong; in WriteMaterials()
327 shading_mode_out = Discreet3DS::Flat; in WriteMaterials()
381 ChunkWriter chunk(writer, Discreet3DS::CHUNK_MAPFILE); in WriteTexture()
518 ChunkWriter chunk(writer, Discreet3DS::CHUNK_FACEMAT); in WriteFaceMaterialChunk()
551 ChunkWriter chunk(writer, Discreet3DS::CHUNK_RGBF); in WriteColor()
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H A D3DSHelper.h66 class Discreet3DS
69 inline Discreet3DS() {} in Discreet3DS() function
375 mShading(Discreet3DS::Gouraud), in Material()
400 Discreet3DS::shadetype3ds mShading;
H A D3DSConverter.cpp253 if (D3DS::Discreet3DS::Phong == oldMat.mShading || in ConvertMaterial()
254 D3DS::Discreet3DS::Metal == oldMat.mShading) in ConvertMaterial()
258 oldMat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
284 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
289 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
296 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
300 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
303 case D3DS::Discreet3DS::Metal : in ConvertMaterial()
309 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
/dports/devel/upp/upp/bazaar/plugin/assimp/code/ASE/
H A DASELoader.cpp286 mat.mShading = Discreet3DS::Gouraud; in GenerateDefaultMaterial()
864 else if (D3DS::Discreet3DS::Metal == mat.mShading || in ConvertMaterial()
865 D3DS::Discreet3DS::Phong == mat.mShading || in ConvertMaterial()
866 D3DS::Discreet3DS::Blinn == mat.mShading) in ConvertMaterial()
868 mat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
885 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
887 case D3DS::Discreet3DS::Phong : in ConvertMaterial()
889 case D3DS::Discreet3DS::Blinn : in ConvertMaterial()
894 case D3DS::Discreet3DS::Wire: in ConvertMaterial()
900 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
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/dports/multimedia/assimp/assimp-5.1.3/code/AssetLib/ASE/
H A DASELoader.cpp284 mat.mShading = Discreet3DS::Gouraud; in GenerateDefaultMaterial()
848 else if (D3DS::Discreet3DS::Metal == mat.mShading || in ConvertMaterial()
849 D3DS::Discreet3DS::Phong == mat.mShading || in ConvertMaterial()
850 D3DS::Discreet3DS::Blinn == mat.mShading) { in ConvertMaterial()
851 mat.mShading = D3DS::Discreet3DS::Gouraud; in ConvertMaterial()
866 case D3DS::Discreet3DS::Flat: in ConvertMaterial()
869 case D3DS::Discreet3DS::Phong: in ConvertMaterial()
872 case D3DS::Discreet3DS::Blinn: in ConvertMaterial()
878 case D3DS::Discreet3DS::Wire: { in ConvertMaterial()
883 case D3DS::Discreet3DS::Gouraud: in ConvertMaterial()
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