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Searched refs:b0tex (Results 1 – 3 of 3) sorted by relevance

/dports/games/tesseract-data/tesseract/src/engine/
H A Drenderlights.cpp994 …GLuint b0fbo = bloomfbo[1], b0tex = bloomtex[1], b1fbo = bloomfbo[0], b1tex = bloomtex[0], ptex =… in processhdr() local
1067 swap(b0tex, b1tex); in processhdr()
1100 swap(b0tex, b1tex); in processhdr()
1110 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1135 b0tex = bloomtex[3]; in processhdr()
1160 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1164 swap(b0tex, b1tex); in processhdr()
1175 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1198 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1237 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
/dports/games/tesseract/tesseract/src/engine/
H A Drenderlights.cpp994 …GLuint b0fbo = bloomfbo[1], b0tex = bloomtex[1], b1fbo = bloomfbo[0], b1tex = bloomtex[0], ptex =… in processhdr() local
1067 swap(b0tex, b1tex); in processhdr()
1100 swap(b0tex, b1tex); in processhdr()
1110 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1135 b0tex = bloomtex[3]; in processhdr()
1160 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1164 swap(b0tex, b1tex); in processhdr()
1175 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1198 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1237 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
/dports/games/redeclipse/base-2.0.0/src/engine/
H A Drenderlights.cpp1050 …GLuint b0fbo = bloomfbo[1], b0tex = bloomtex[1], b1fbo = bloomfbo[0], b1tex = bloomtex[0], ptex =… in processhdr() local
1123 swap(b0tex, b1tex); in processhdr()
1156 swap(b0tex, b1tex); in processhdr()
1166 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1191 b0tex = bloomtex[3]; in processhdr()
1216 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1220 swap(b0tex, b1tex); in processhdr()
1231 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1250 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()
1285 glBindTexture(GL_TEXTURE_RECTANGLE, b0tex); in processhdr()