Home
last modified time | relevance | path

Searched refs:GLS_DEPTHFUNC_LESS (Results 1 – 9 of 9) sorted by relevance

/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/
H A Ddraw_common.cpp419 GL_State( GLS_SRCBLEND_DST_COLOR | GLS_DSTBLEND_ZERO | GLS_DEPTHFUNC_LESS ); in RB_T_FillDepthBuffer()
511 GL_State( GLS_DEPTHFUNC_LESS ); in RB_T_FillDepthBuffer()
546 GL_State( GLS_DEPTHFUNC_LESS ); in RB_STD_FillDepthBuffer()
1253 GL_State( GLS_DEPTHMASK | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE | GLS_DEPTHFUNC_LESS ); in RB_StencilShadowPass()
1260 GL_State( GLS_DEPTHMASK | GLS_COLORMASK | GLS_ALPHAMASK | GLS_DEPTHFUNC_LESS ); in RB_StencilShadowPass()
1567 …( GLS_DEPTHMASK | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_DEPTHFUNC_LESS ); in RB_FogPass()
H A Dtr_backend.cpp234 if ( diff & ( GLS_DEPTHFUNC_EQUAL | GLS_DEPTHFUNC_LESS | GLS_DEPTHFUNC_ALWAYS ) ) { in GL_State()
H A Ddraw_arb2.cpp299 backEnd.depthFunc = GLS_DEPTHFUNC_LESS; in RB_ARB2_DrawInteractions()
H A Dtr_rendertools.cpp1099 GL_State( GLS_DEPTHFUNC_LESS ); in RB_ShowVertexColor()
1314 GL_State( GLS_DEPTHFUNC_LESS ); in RB_ShowTextureVectors()
1410 GL_State( GLS_DEPTHFUNC_LESS ); in RB_ShowDominantTris()
H A DMaterial.cpp2252 pStage->drawStateBits |= GLS_DEPTHFUNC_LESS; in Parse()
2255 pStage->drawStateBits |= GLS_DEPTHFUNC_LESS | GLS_DEPTHMASK; in Parse()
H A Dtr_local.h1030 const int GLS_DEPTHFUNC_LESS = 0x0; variable
/dports/games/evq3/evq3/code/renderer/
H A Dtr_local.h2087 GLS_DEPTHFUNC_LESS = (1 << 20), enumerator
2090 GLS_DEPTHFUNC_BITS = GLS_DEPTHFUNC_LESS
H A Dtr_backend.c239 case GLS_DEPTHFUNC_LESS: in GL_State()
1066 GL_State(GLS_DEPTHFUNC_LESS | GLS_COLORMASK_BITS | GLS_STENCILTEST_ENABLE); in RB_RenderInteractionsStencilShadowed()
H A Dtr_shade.c4083 GL_State(GLS_DEPTHFUNC_LESS | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA); in Render_shadowVolume()
4100 …GL_State(GLS_DEPTHFUNC_LESS | GLS_POLYMODE_LINE | GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_… in Render_shadowVolume()