/dports/games/lwjgl/lwjgl-2df01dd/src/templates/org/lwjgl/opengl/ |
H A D | ARB_depth_texture.java | 42 int GL_DEPTH_COMPONENT32_ARB = 0x81A7; field
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/dports/games/frogatto/frogatto-1.3.1/MacOSJet/glew-1.9.0/auto/extensions/ |
H A D | GL_ARB_depth_texture | 6 GL_DEPTH_COMPONENT32_ARB 0x81A7
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/dports/graphics/opencsg/OpenCSG-1.4.2/glew/auto/extensions/gl/ |
H A D | GL_ARB_depth_texture | 7 GL_DEPTH_COMPONENT32_ARB 0x81A7
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/dports/multimedia/opentoonz/opentoonz-1.5.0/thirdparty/glew/glew-1.9.0/auto/extensions/ |
H A D | GL_ARB_depth_texture | 6 GL_DEPTH_COMPONENT32_ARB 0x81A7
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/dports/graphics/glew/glew-2.2.0/auto/extensions/gl/ |
H A D | GL_ARB_depth_texture | 7 GL_DEPTH_COMPONENT32_ARB 0x81A7
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/dports/games/edge/Edge-1.35-source/lib_win32/glew-1.4/auto/extensions/ |
H A D | GL_ARB_depth_texture | 5 GL_DEPTH_COMPONENT32_ARB 0x81A7
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/dports/graphics/glew-wayland/glew-2.2.0/auto/extensions/gl/ |
H A D | GL_ARB_depth_texture | 7 GL_DEPTH_COMPONENT32_ARB 0x81A7
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/dports/emulators/fs-uae-launcher/fs-uae-launcher-3.0.5/OpenGL/raw/GL/ARB/ |
H A D | depth_texture.py | 16 GL_DEPTH_COMPONENT32_ARB=_C('GL_DEPTH_COMPONENT32_ARB',0x81A7) variable
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/dports/graphics/py-PyOpenGL/PyOpenGL-3.1.5/OpenGL/raw/GL/ARB/ |
H A D | depth_texture.py | 16 GL_DEPTH_COMPONENT32_ARB=_C('GL_DEPTH_COMPONENT32_ARB',0x81A7) variable
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/dports/games/evq3/evq3/code/renderer/ |
H A D | tr_fbo.c | 177 …_DEPTH_COMPONENT16_ARB && format != GL_DEPTH_COMPONENT24_ARB && format != GL_DEPTH_COMPONENT32_ARB) in R_CreateFBODepthBuffer()
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/dports/games/nexuiz/Nexuiz/sources/darkplaces/ |
H A D | glquake.h | 275 #ifndef GL_DEPTH_COMPONENT32_ARB 278 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro 429 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/scorched3d/scorched/src/client/GLEXT/ |
H A D | GLMissingExt.h | 45 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/xonotic/Xonotic/source/darkplaces/ |
H A D | glquake.h | 305 #ifndef GL_DEPTH_COMPONENT32_ARB 308 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro 433 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/darkplaces/darkplaces/ |
H A D | glquake.h | 305 #ifndef GL_DEPTH_COMPONENT32_ARB 308 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro 433 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/quakeforge/quakeforge-0.7.2/include/QF/GL/ |
H A D | extensions.h | 198 # define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/ |
H A D | tr_fbo.c | 144 case GL_DEPTH_COMPONENT32_ARB: in FBO_CreateBuffer()
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H A D | tr_image.c | 2013 case GL_DEPTH_COMPONENT32_ARB: in PixelDataFormatFromInternalFormat() 2289 case GL_DEPTH_COMPONENT32_ARB: in R_CreateImage2()
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/ |
H A D | tr_fbo.c | 144 case GL_DEPTH_COMPONENT32_ARB: in FBO_CreateBuffer()
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H A D | tr_image.c | 2008 case GL_DEPTH_COMPONENT32_ARB: in PixelDataFormatFromInternalFormat() 2285 case GL_DEPTH_COMPONENT32_ARB: in R_CreateImageExt2()
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/dports/games/el/Eternal-Lands-1.9.5.9-1/ |
H A D | shadows.c | 409 else if(depthbits==32)internalformat=GL_DEPTH_COMPONENT32_ARB; in render_light_view()
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/dports/games/tenebrae/tenebrae_0/ |
H A D | glATI.h | 480 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/sea-defender/Sea-Defender-d628051/snoutlib/ |
H A D | gl-enums.h | 1776 #ifndef GL_DEPTH_COMPONENT32_ARB 1777 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/astro/celestia-gtk/celestia-1.6.1/src/celengine/ |
H A D | glext.h | 1303 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/astro/celestia/celestia-1.6.1/src/celengine/ |
H A D | glext.h | 1303 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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/dports/games/cake/cake_src/cake/glsetup/ |
H A D | gl_ATI_ext.h | 669 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 macro
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