Searched refs:SetLightingEnabled (Results 1 – 15 of 15) sorted by relevance
79 virtual void __cdecl SetLightingEnabled(bool value) = 0;150 void __cdecl SetLightingEnabled(bool value) override;343 void __cdecl SetLightingEnabled(bool value) override;413 void __cdecl SetLightingEnabled(bool value) override;459 void __cdecl SetLightingEnabled(bool value) override;
258 HdRenderPassState::SetLightingEnabled(bool enabled) in SetLightingEnabled() function in HdRenderPassState
204 void SetLightingEnabled(bool enabled);
1039 shaderPrg->SetLightingEnabled(0); in Enable_ConnectorShader()1073 shaderPrg->SetLightingEnabled(1); // lighting on by default in Setup_DefaultShader()1110 shaderPrg->SetLightingEnabled(1); // lighting on by default in Enable_CylinderShader()1142 shaderPrg->SetLightingEnabled(1); in Enable_DefaultSphereShader()
380 int CShaderPrg::SetLightingEnabled(int lighting_enabled){ in SetLightingEnabled() function in CShaderPrg
135 int SetLightingEnabled(int);
207 renderPassState->SetLightingEnabled(false); in Sync()
131 renderPassState->SetLightingEnabled(params.enableLighting); in SyncParams()
363 state->SetLightingEnabled(_enableLighting); in _UpdateRenderPassState()
295 state->SetLightingEnabled(false); in Sync()
745 shaderPrg->SetLightingEnabled(0); in ObjectMeshStateRenderShader()758 shaderPrg->SetLightingEnabled(0); in ObjectMeshStateRenderShader()
301 shaderPrg->SetLightingEnabled(cgo_lighting); in ObjectCGORenderState()
1854 shaderPrg->SetLightingEnabled(0); in render()
6960 shaderPrg->SetLightingEnabled(1); in CGO_gl_enable()6967 shaderPrg->SetLightingEnabled(1); in CGO_gl_enable()6983 shaderPrg->SetLightingEnabled(lighting); in CGO_gl_enable()6992 shaderPrg->SetLightingEnabled(lighting); in CGO_gl_enable()7098 shaderPrg->SetLightingEnabled(0); in CGO_gl_disable()7142 shaderPrg->SetLightingEnabled(0); in CGO_gl_disable()
8181 shaderPrg->SetLightingEnabled(0); in ExecutiveRenderIndicatorCGO()