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Searched refs:SphereFrustrumCull (Results 1 – 7 of 7) sorted by relevance

/dports/games/openspades/openspades-0.1.3/Sources/Draw/
H A DSWRenderer.h217 bool SphereFrustrumCull(const Vector3 &center, float radius);
H A DGLRenderer.h226 bool SphereFrustrumCull(const Vector3 &center, float radius);
H A DSWModelRenderer.cpp140 if (!r->SphereFrustrumCull(center, model->GetRadius() * sqrtf(largestAxis))) in RenderInner()
H A DGLVoxelModel.cpp424 if (!renderer->SphereFrustrumCull(param.matrix.GetOrigin(), rad)) { in RenderSunlightPass()
537 if (!renderer->SphereFrustrumCull(param.matrix.GetOrigin(), rad)) { in RenderDynamicLightPass()
H A DGLRenderer.cpp506 if (!SphereFrustrumCull(light.origin, light.radius)) in AddLight()
527 if (!SphereFrustrumCull(center, radius * 1.5f)) in AddSprite()
1263 bool GLRenderer::SphereFrustrumCull(const Vector3 &center, float radius) { in SphereFrustrumCull() function in spades::draw::GLRenderer
H A DGLOptimizedVoxelModel.cpp695 if (!renderer->SphereFrustrumCull(param.matrix.GetOrigin(), rad)) { in RenderSunlightPass()
827 if (!renderer->SphereFrustrumCull(param.matrix.GetOrigin(), rad)) { in RenderDynamicLightPass()
H A DSWRenderer.cpp707 if (!SphereFrustrumCull(center, radius * 1.5f)) in AddSprite()
1164 bool SWRenderer::SphereFrustrumCull(const Vector3 &center, float radius) { in SphereFrustrumCull() function in spades::draw::SWRenderer