/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/ |
H A D | GuiModel.h | 53 void EmitToCurrentView( float modelMatrix[16], bool depthHack ); 67 …rface( guiModelSurface_t *surf, float modelMatrix[16], float modelViewMatrix[16], bool depthHack );
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H A D | GuiModel.cpp | 162 …face( guiModelSurface_t *surf, float modelMatrix[16], float modelViewMatrix[16], bool depthHack ) { in EmitSurface() argument 198 guiSpace->weaponDepthHack = depthHack; in EmitSurface() 209 void idGuiModel::EmitToCurrentView( float modelMatrix[16], bool depthHack ) { in EmitToCurrentView() argument 216 EmitSurface( &surfaces[i], modelMatrix, modelViewMatrix, depthHack ); in EmitToCurrentView()
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H A D | Model_prt.cpp | 266 return particleSystem->depthHack; in DepthHack()
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/dports/games/openspades/openspades-0.1.3/Sources/Client/ |
H A D | IRenderer.h | 40 bool depthHack; member 45 depthHack = false; in ModelRenderParam()
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H A D | ClientPlayer.cpp | 115 if (p.depthHack && !allowDepthHack) { in RenderModel() 723 param.depthHack = true; in AddToSceneFirstPersonView()
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/dports/games/openspades/openspades-0.1.3/Sources/Draw/ |
H A D | GLVoxelModel.cpp | 310 if (param.depthHack) in RenderShadowMapPass() 453 if (param.depthHack) { in RenderSunlightPass() 459 if (param.depthHack) { in RenderSunlightPass() 566 if (param.depthHack) { in RenderDynamicLightPass() 578 if (param.depthHack) { in RenderDynamicLightPass()
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H A D | GLOptimizedVoxelModel.cpp | 565 if (param.depthHack) in RenderShadowMapPass() 689 if (mirror && param.depthHack) in RenderSunlightPass() 724 if (param.depthHack) { in RenderSunlightPass() 730 if (param.depthHack) { in RenderSunlightPass() 821 if (mirror && param.depthHack) in RenderDynamicLightPass() 856 if (param.depthHack) { in RenderDynamicLightPass() 868 if (param.depthHack) { in RenderDynamicLightPass()
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H A D | GLSparseShadowMapRenderer.cpp | 507 if (inst.param->depthHack) in Internal()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/tools/particle/ |
H A D | DialogParticleEditor.cpp | 266 DDX_Text(pDX, IDC_EDIT_DEPTHHACK, depthHack); in DoDataExchange() 406 decl->depthHack = idp->depthHack; in OnBnClickedButtonSaveAs() 971 depthHack = va( "%.3f", idp->depthHack ); in CurStageToDlgVars() 1034 idp->depthHack = atof( depthHack ); in DlgVarsToCurStage()
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H A D | DialogParticleEditor.h | 145 CString depthHack; variable
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/dports/games/dhewm3/dhewm3-1.5.1/neo/framework/ |
H A D | DeclParticle.h | 214 float depthHack; variable
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H A D | DeclParticle.cpp | 435 depthHack = 0.0f; in Parse() 458 depthHack = src.ParseFloat(); in Parse() 633 if ( depthHack ) { in RebuildTextSource() 634 f.WriteFloatString( "\tdepthHack\t%f\n", depthHack ); in RebuildTextSource()
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Skin/Block/ |
H A D | View.as | 133 param.depthHack = true;
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Skin/Grenade/ |
H A D | View.as | 153 param.depthHack = true;
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Skin/Spade/ |
H A D | View.as | 179 param.depthHack = true;
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Reference/API/ |
H A D | Renderer.as | 188 bool depthHack;
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Skin/SMG/ |
H A D | View.as | 161 param.depthHack = true;
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Skin/Rifle/ |
H A D | View.as | 145 param.depthHack = true;
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/dports/games/openspades/openspades-0.1.3/Resources/Scripts/Skin/Shotgun/ |
H A D | View.as | 153 param.depthHack = true;
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/dports/games/openspades/openspades-0.1.3/Sources/ScriptBindings/ |
H A D | IRenderer.cpp | 221 asOFFSET(ModelRenderParam, depthHack)); in Register()
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