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Searched refs:brushlightinstant_t (Results 1 – 9 of 9) sorted by relevance

/dports/games/tenebrae/tenebrae_0/
H A Dgl_brushinstant.c30 brushlightinstant_t BLightInstantCache[NUM_BRUSH_LIGHT_INSTANTS];
42 brushlightinstant_t *R_AllocateBrushLightInstant(entity_t *e) { in R_AllocateBrushLightInstant()
87 void R_SetupBrushObjectSpace(entity_t *e, brushlightinstant_t *linstant) { in R_SetupBrushObjectSpace()
129 qboolean CheckBrushLightUpdate(entity_t *e, brushlightinstant_t *ins) { in CheckBrushLightUpdate()
162 qboolean CheckBrushHalfAngle(brushlightinstant_t *ins) in CheckBrushHalfAngle()
177 qboolean R_IsVisibleSurf(msurface_t *surf, brushlightinstant_t *ins) in R_IsVisibleSurf()
232 void R_CalcBrushVolumeVerts(entity_t *e, brushlightinstant_t *ins) { in R_CalcBrushVolumeVerts()
296 void R_CalcBrushAttenCoords(entity_t *e, brushlightinstant_t *ins) { in R_CalcBrushAttenCoords()
366 void R_SetupBrushLightHAV(entity_t *ent, brushlightinstant_t *ins) in R_SetupBrushLightHAV()
425 brushlightinstant_t *brushlightinstant; in R_SetupBrushInstantForLight()
H A Dgl_bumpdriver.c180 if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue; in R_DrawLightEntitiesGF()
245 if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue; in R_DrawLightEntitiesGF3()
302 if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue; in R_DrawLightEntitiesRadeon()
362 if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue; in R_DrawLightEntitiesParhelia()
421 if ( ((brushlightinstant_t *)currententity->brushlightinstant)->shadowonly) continue; in R_DrawLightEntitiesARB()
H A Dgl_bumpgf.c473 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushGF3Diffuse()
514 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushGF3Specular()
700 GL_EnableAttentShaderGF3(((brushlightinstant_t *)e->brushlightinstant)->lightpos); in R_DrawBrushBumpedGF3()
709 GL_EnableSpecularShaderGF3(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos,false); in R_DrawBrushBumpedGF3()
713 GL_EnableDiffuseShaderGF3(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos); in R_DrawBrushBumpedGF3()
H A Dgl_bumpmap.c605 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushLLV()
651 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushHAV()
697 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushATT()
743 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushWV()
H A Dgl_bumpparhelia.c1122 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushParheliaDiffuse()
1163 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushParheliaSpecular()
1357 GL_EnableAttentShaderParhelia(((brushlightinstant_t *)e->brushlightinstant)->lightpos); in R_DrawBrushBumpedParhelia()
1368 GL_EnableDiffuseShaderParhelia(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos); in R_DrawBrushBumpedParhelia()
1372 …GL_EnableSpecularShaderParhelia(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos,fals… in R_DrawBrushBumpedParhelia()
H A Dgl_bumparb.c738 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushARBDiffuseSpecular()
852 … GL_EnableDiffuseSpecularShaderARB(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos); in R_DrawBrushBumpedARB()
H A Dgl_bumpradeon.c939 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushRadeonDiffuseSpecular()
1051 …GL_EnableDiffuseSpecularShaderRadeon(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos… in R_DrawBrushBumpedRadeon()
H A Dgl_shadow.c1074 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushModelVolumes()
H A Dglquake.h1318 } brushlightinstant_t; typedef