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Searched refs:GL_BindTexture (Results 1 – 25 of 60) sorted by relevance

123

/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/render/
H A Dr_draw.cpp176 GL_BindTexture(texture.prepareVariant(texSpec)); in R_DrawPatch()
200 GL_BindTexture(texture.prepareVariant(spec)); in R_DrawPatchTiled()
260 GL_BindTexture(matAnimator.texUnit(MaterialAnimator::TU_LAYER0).texture); in R_DrawViewBorder()
H A Dbillboard.cpp123 GL_BindTexture(tex); in Rend_DrawMaskedWall()
131 GL_BindTexture(tex); in Rend_DrawMaskedWall()
316 GL_BindTexture(matAnimator.texUnit(MaterialAnimator::TU_LAYER0).texture); in Rend_DrawPSprite()
436 GL_BindTexture(tex); in Rend_DrawSprite()
H A Drend_model.cpp1013 GL_BindTexture(renderTextures? skinTexture : 0); in drawSubmodel()
1039 GL_BindTexture(renderTextures? shinyTexture : 0); in drawSubmodel()
1042 GL_BindTexture(renderTextures? skinTexture : 0); in drawSubmodel()
1062 GL_BindTexture(renderTextures? shinyTexture : 0); in drawSubmodel()
1069 GL_BindTexture(renderTextures? skinTexture : 0); in drawSubmodel()
/dports/games/q2pro/q2pro/ref_newgl/
H A Dgl_tess.c401 GL_BindTexture( r_dlightTex->texnum ); in ProjectDlightTexture()
515 GL_BindTexture( tess.texnum ); in EndSurface_Multitextured()
521 GL_BindTexture( lm.lightmaps[ tess.lightmapnum - 1 ]->texnum ); in EndSurface_Multitextured()
560 GL_BindTexture( tess.texnum ); in EndSurface_Single()
1007 GL_BindTexture( texinfo->image->texnum ); in GL_DrawSurfPoly()
1021 GL_BindTexture( lm.lightmaps[ surf->lightmapnum - 1 ]->texnum ); in GL_DrawSurfPoly()
H A Dgl_images.c130 GL_BindTexture( image->texnum ); in GL_UpdateTextureMode()
162 GL_BindTexture( image->texnum ); in GL_UpdateAnisotropy()
229 GL_BindTexture( image->texnum ); in GL_UpdateCharsetMode()
310 GL_BindTexture( SCRAP_TEXNUM ); in Scrap_Upload()
837 GL_BindTexture( image->texnum ); in R_LoadImage()
H A Dgl_state.c25 void GL_BindTexture( int texnum ) { in GL_BindTexture() function
H A Dgl_sky.c352 GL_BindTexture (sky_images[skytexorder[i]]->texnum); in R_DrawSkyBox()
H A Dgl_local.h254 void GL_BindTexture( int texnum );
H A Dgl_mesh.c358 GL_BindTexture( image->texnum ); in GL_DrawAliasModel()
/dports/emulators/mess/mame-mame0226/3rdparty/SDL2/src/render/
H A DSDL_sysrender.h122 int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); member
/dports/emulators/mame/mame-mame0226/3rdparty/SDL2/src/render/
H A DSDL_sysrender.h122 int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); member
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/SDL/src/render/
H A DSDL_sysrender.h122 int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); member
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/include/gl/
H A Dgl_main.h212 void GL_BindTexture(ClientTexture::Variant *tex);
/dports/graphics/milton/milton-1.9.1/third_party/SDL2-2.0.8/src/render/
H A DSDL_sysrender.h123 int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); member
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/gl/
H A Dgl_main.cpp770 GL_BindTexture(matAnimator.texUnit(MaterialAnimator::TU_LAYER0).texture); in GL_SetMaterialUI2()
787 GL_BindTexture(matAnimator.texUnit(MaterialAnimator::TU_LAYER0).texture); in GL_SetPSprite()
799 void GL_BindTexture(TextureVariant *vtexture) in GL_BindTexture() function
879 GL_BindTexture(glTU.texture); in GL_Bind()
/dports/games/doomsday/doomsday-2.3.1/doomsday/apps/client/src/ui/infine/
H A Dfinaleanimwidget.cpp270 GL_BindTexture(tex); in drawPicFrame()
300 GL_BindTexture(static_cast<ClientTexture &>(tex).prepareVariant(texSpec)); in drawPicFrame()
H A Dfinalepagewidget.cpp128 GL_BindTexture(matAnimator.texUnit(MaterialAnimator::TU_LAYER0).texture); in draw()
/dports/x11/controllermap/SDL2-2.0.18/src/render/
H A DSDL_sysrender.h166 int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); member
/dports/devel/sdl20/SDL2-2.0.18/src/render/
H A DSDL_sysrender.h166 int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); member
/dports/emulators/mess/mame-mame0226/3rdparty/SDL2/src/render/opengl/
H A DSDL_render_gl.c90 static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
449 renderer->GL_BindTexture = GL_BindTexture; in GL_CreateRenderer()
1549 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() function
/dports/emulators/mame/mame-mame0226/3rdparty/SDL2/src/render/opengl/
H A DSDL_render_gl.c90 static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
449 renderer->GL_BindTexture = GL_BindTexture; in GL_CreateRenderer()
1549 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() function
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/SDL/src/render/opengl/
H A DSDL_render_gl.c90 static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
449 renderer->GL_BindTexture = GL_BindTexture; in GL_CreateRenderer()
1549 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() function
/dports/graphics/milton/milton-1.9.1/third_party/SDL2-2.0.8/src/render/opengl/
H A DSDL_render_gl.c91 static int GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
449 renderer->GL_BindTexture = GL_BindTexture; in GL_CreateRenderer()
1642 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() function
/dports/devel/sdl20/SDL2-2.0.18/src/render/opengl/
H A DSDL_render_gl.c1480 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() function
1663 renderer->GL_BindTexture = GL_BindTexture; in GL_CreateRenderer()
/dports/x11/controllermap/SDL2-2.0.18/src/render/opengl/
H A DSDL_render_gl.c1480 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() function
1663 renderer->GL_BindTexture = GL_BindTexture; in GL_CreateRenderer()

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