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Searched refs:FOGDEF_USE_BONE_ANIMATION (Results 1 – 6 of 6) sorted by relevance

/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/
H A Dtr_glsl.c1012 if ((i & FOGDEF_USE_VERTEX_ANIMATION) && (i & FOGDEF_USE_BONE_ANIMATION)) in GLSL_InitGPUShaders()
1015 if ((i & FOGDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones) in GLSL_InitGPUShaders()
1029 else if (i & FOGDEF_USE_BONE_ANIMATION) in GLSL_InitGPUShaders()
H A Dtr_shade.c1040 index |= FOGDEF_USE_BONE_ANIMATION; in RB_FogPass()
H A Dtr_local.h651 FOGDEF_USE_BONE_ANIMATION = 0x0010, enumerator
/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/
H A Dtr_glsl.c1012 if ((i & FOGDEF_USE_VERTEX_ANIMATION) && (i & FOGDEF_USE_BONE_ANIMATION)) in GLSL_InitGPUShaders()
1015 if ((i & FOGDEF_USE_BONE_ANIMATION) && !glRefConfig.glslMaxAnimatedBones) in GLSL_InitGPUShaders()
1029 else if (i & FOGDEF_USE_BONE_ANIMATION) in GLSL_InitGPUShaders()
H A Dtr_shade.c1034 index |= FOGDEF_USE_BONE_ANIMATION; in RB_FogPass()
H A Dtr_local.h656 FOGDEF_USE_BONE_ANIMATION = 0x0010, enumerator