Searched refs:brushlightinstant_t (Results 1 – 9 of 9) sorted by relevance
/dports/games/tenebrae/tenebrae_0/ |
H A D | gl_brushinstant.c | 30 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()
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H A D | gl_bumpdriver.c | 180 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()
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H A D | gl_bumpgf.c | 473 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()
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H A D | gl_bumpmap.c | 605 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()
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H A D | gl_bumpparhelia.c | 1122 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()
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H A D | gl_bumparb.c | 738 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushARBDiffuseSpecular() 852 … GL_EnableDiffuseSpecularShaderARB(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos); in R_DrawBrushBumpedARB()
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H A D | gl_bumpradeon.c | 939 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushRadeonDiffuseSpecular() 1051 …GL_EnableDiffuseSpecularShaderRadeon(false,((brushlightinstant_t *)e->brushlightinstant)->lightpos… in R_DrawBrushBumpedRadeon()
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H A D | gl_shadow.c | 1074 brushlightinstant_t *ins = e->brushlightinstant; in R_DrawBrushModelVolumes()
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H A D | glquake.h | 1318 } brushlightinstant_t; typedef
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