Searched refs:iZBufferDepth (Results 1 – 16 of 16) sorted by relevance
236 iZBufferDepth=0; in ReadConfig()257 if(iUseMask) iZBufferDepth=16; // set zbuffer depth in ReadConfig()258 else iZBufferDepth=0; in ReadConfig()
258 extern int iZBufferDepth;
874 if(iZBufferDepth) // visual (with or without zbuffer) in sysdep_create_display()1342 if(iZBufferDepth) glDisable(GL_DEPTH_TEST); in BlurBackBuffer()1386 if(iZBufferDepth) glEnable(GL_DEPTH_TEST); in BlurBackBuffer()1410 if(iZBufferDepth) glDisable(GL_DEPTH_TEST); in UnBlurBackBuffer()1446 if(iZBufferDepth) glEnable(GL_DEPTH_TEST); in UnBlurBackBuffer()1617 if(iZBufferDepth) // clear zbuffer as well (if activated) in updateDisplay()
148 int iZBufferDepth=0; variable182 pfd.cDepthBits=iZBufferDepth; // set user zbuffer (by psx mask) in bSetupPixelFormat()604 if(iZBufferDepth) // zbuffer? in GLinitialize()
485 iRam-=(iResX*iResY*(iZBufferDepth/8)); in CheckTextureMemory()
356 {iUseMask=1;iZBufferDepth=16;} in GetSettings()357 else {iUseMask=0;iZBufferDepth=0; } in GetSettings()613 iZBufferDepth=0; in ReadConfig()767 if(iUseMask) iZBufferDepth=16; // set zbuffer depth in ReadConfig()768 else iZBufferDepth=0; in ReadConfig()
150 if(iZBufferDepth) // clear zbuffer as well (if activated) in updateDisplay()715 iZBufferDepth = 0; in renderer_set_config()
295 extern int iZBufferDepth;
134 int iZBufferDepth=0; variable478 if(iZBufferDepth) // zbuffer? in GLinitialize()
476 iZBufferDepth=0; in GPUopen()729 if(iZBufferDepth) // clear zbuffer as well (if activated) in updateDisplay()
454 iRam-=(iResX*iResY*(iZBufferDepth/8)); in CheckTextureMemory()