Searched refs:num_pshadows (Results 1 – 10 of 10) sorted by relevance
253 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_PshadowSurface()268 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_PshadowSurface()288 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_PshadowSurface()606 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_RecursiveWorldNode()852 if ( tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS ) { in R_AddWorldSurfaces()853 tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS; in R_AddWorldSurfaces()866 pshadowBits = ( 1ULL << tr.refdef.num_pshadows ) - 1; in R_AddWorldSurfaces()
2194 if (j + 1 > tr.refdef.num_pshadows) in R_RenderPshadowMaps()2196 tr.refdef.num_pshadows = j + 1; in R_RenderPshadowMaps()2214 for ( i = 0; i < tr.refdef.num_pshadows; i++) in R_RenderPshadowMaps()2219 for (j = i + 1; j < tr.refdef.num_pshadows; j++) in R_RenderPshadowMaps()2256 for (k = j; k < tr.refdef.num_pshadows - 1; k++) in R_RenderPshadowMaps()2262 tr.refdef.num_pshadows--; in R_RenderPshadowMaps()2268 if (tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS) in R_RenderPshadowMaps()2270 tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS; in R_RenderPshadowMaps()2274 for ( i = 0; i < tr.refdef.num_pshadows; i++) in R_RenderPshadowMaps()2316 for ( i = 0; i < tr.refdef.num_pshadows; i++) in R_RenderPshadowMaps()
549 tr.refdef.num_pshadows = 0; in RE_BeginScene()
916 if ( !backEnd.refdef.num_pshadows ) { in ProjectPshadowVBOGLSL()922 for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) { in ProjectPshadowVBOGLSL()
857 int num_pshadows; member
253 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_PshadowSurface()268 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_PshadowSurface()288 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_PshadowSurface()570 for ( i = 0 ; i < tr.refdef.num_pshadows ; i++ ) { in R_RecursiveWorldNode()816 if ( tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS ) { in R_AddWorldSurfaces()817 tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS; in R_AddWorldSurfaces()830 pshadowBits = ( 1ULL << tr.refdef.num_pshadows ) - 1; in R_AddWorldSurfaces()
2152 if (j + 1 > tr.refdef.num_pshadows) in R_RenderPshadowMaps()2154 tr.refdef.num_pshadows = j + 1; in R_RenderPshadowMaps()2172 for ( i = 0; i < tr.refdef.num_pshadows; i++) in R_RenderPshadowMaps()2177 for (j = i + 1; j < tr.refdef.num_pshadows; j++) in R_RenderPshadowMaps()2214 for (k = j; k < tr.refdef.num_pshadows - 1; k++) in R_RenderPshadowMaps()2220 tr.refdef.num_pshadows--; in R_RenderPshadowMaps()2226 if (tr.refdef.num_pshadows > MAX_DRAWN_PSHADOWS) in R_RenderPshadowMaps()2228 tr.refdef.num_pshadows = MAX_DRAWN_PSHADOWS; in R_RenderPshadowMaps()2232 for ( i = 0; i < tr.refdef.num_pshadows; i++) in R_RenderPshadowMaps()2274 for ( i = 0; i < tr.refdef.num_pshadows; i++) in R_RenderPshadowMaps()
536 tr.refdef.num_pshadows = 0; in RE_BeginScene()
922 if ( !backEnd.refdef.num_pshadows ) { in ProjectPshadowVBOGLSL()928 for ( l = 0 ; l < backEnd.refdef.num_pshadows ; l++ ) { in ProjectPshadowVBOGLSL()
853 int num_pshadows; member