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

/dports/games/heretic/glheretic-1.2/opengl/
H A Dgl_fonts.c290 (*glBindTexture_s) (GL_TEXTURE_2D, FontAobjs[iTexIndex]); in GL_DrawCompressedPatch()
324 (*glBindTexture_s) (GL_TEXTURE_2D, FontAobjs[iTexIndex]); in GL_DrawPatch()
425 (*glBindTexture_s) (GL_TEXTURE_2D, FontAobjs[iTexIndex]); in GL_DrawLetterA()
471 (*glBindTexture_s) (GL_TEXTURE_2D, FontAobjs[iTexIndex]); in GL_DrawLetterB()
628 (*glBindTexture_s) (GL_TEXTURE_2D, iGlObjTITLE+2*i); in GL_RegisterPatchScreen()
645 (*glBindTexture_s) (GL_TEXTURE_2D, iGlObjTITLE+2*i+1); in GL_RegisterPatchScreen()
670 (*glBindTexture_s) (GL_TEXTURE_2D,iGlObjTITLE+2*i); in GLDrawScreen()
677 (*glBindTexture_s) (GL_TEXTURE_2D,iGlObjTITLE+2*i+1); in GLDrawScreen()
739 (*glBindTexture_s) (GL_TEXTURE_2D, iGlObjTITLE+2*i); in GLRegisterScreen()
756 (*glBindTexture_s) (GL_TEXTURE_2D, iGlObjTITLE+2*i+1); in GLRegisterScreen()
H A Dgl_weapon.c234 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[iGLTex]); in fn_vRegisterWeaponOnTheFly()
244 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[iNbGLSprites-1]); in fn_vRegisterWeaponOnTheFly()
305 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[iTexIndex]); in GLdrawWeapons()
H A Dgl_texture.c169 (*glBindTexture_s) (GL_TEXTURE_2D, FontAobjs[i]); in fn_vInitGLTexFonts()
220 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[i]); in fn_vInitGLTextures()
256 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[i]); in fn_vInitGLTextures()
310 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona); in fn_vInitGLTextures()
320 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona+1); in fn_vInitGLTextures()
357 (*glBindTexture_s) (GL_TEXTURE_2D, g_iShine[i]); in fn_vInitGLTextures()
378 { (*glBindTexture_s) (GL_TEXTURE_2D, g_iImpact+i); in fn_vInitGLTextures()
1283 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iNbGLTextures-1]); in GL_vRegisterWallTextureOnTheFly()
1328 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iNbGLTextures-1]); in GL_vRegisterFlatTextureOnTheFly()
H A Dgl_init.c18 void (*glBindTexture_s) (GLenum target, GLuint texture); variable
137 glBindTexture_s=SDL_GL_GetProcAddress( "glBindTexture" ); in load_init_gl_lib()
138 if (!glBindTexture_s) in load_init_gl_lib()
H A Dgl_floorceil.c919 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGLTex]);
922 (*glBindTexture_s) (GL_TEXTURE_2D, GL_Sky1Texture);
924 (*glBindTexture_s) (GL_TEXTURE_2D, GL_Sky2Texture);
1079 { (*glBindTexture_s) (GL_TEXTURE_2D, GL_Sky1Texture); in fn_vDrawSky()
1084 { (*glBindTexture_s) (GL_TEXTURE_2D, GL_Sky2Texture); in fn_vDrawSky()
1093 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iTex]); in fn_vDrawSky()
1162 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGlTex]); in fn_vRenderSector()
1300 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGlTex]); in fn_vRenderSector()
1664 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGlTex]);
1726 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGlTex]);
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H A Dgl_syms.h12 extern void (*glBindTexture_s) (GLenum target, GLuint texture);
H A Dgl_lights.c1013 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona); in GL_DrawLightsOnPolygon()
1189 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona); in _GL_DrawLightForFloorCeiling()
1313 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona); in GL_DrawLightForFloorCeiling()
1711 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona); in GL_DrawCoronas()
1741 (*glBindTexture_s) (GL_TEXTURE_2D, g_iCorona); in GL_DrawCoronas()
1752 (*glBindTexture_s) (GL_TEXTURE_2D, g_iShine[P_Random()%9]); in GL_DrawCoronas()
H A Dgl_sprites.c413 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[p_stGLSprArray[lump].iGLTexIndex]); in fn_vDrawSpritesCompressed()
533 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[p_stGLSprArray[lump].iGLTexIndex]); in fn_vDrawSpritesCompressed()
685 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[p_stGLSprArray[lump].iGLTexIndex]); in fn_vDrawSpritesNonCompressed()
1467 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[iGLTex]); in fn_vRegisterSpriteOnTheFly()
1476 (*glBindTexture_s) (GL_TEXTURE_2D, sprobjs[iNbGLSprites-1]); in fn_vRegisterSpriteOnTheFly()
H A Dgl_walls.c76 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGLTex]); in fn_vRenderWall()
525 (*glBindTexture_s) (GL_TEXTURE_2D, texobjs[iGLTex]); in fn_vDisplayWall()
1173 (*glBindTexture_s) (GL_TEXTURE_2D, g_iImpact+g_a_stWallImpacts[line].type[i]); in GL_vDrawWallImpacts()