/dports/games/q2p/Q2P-0.2-2006-12-31/ref_gl/ |
H A D | gl_draw.c | 141 qglDepthMask (true); in Draw_ScaledChar() 188 qglDepthMask (true); in Draw_Char() 268 qglDepthMask(false); in Draw_StretchPic() 284 qglDepthMask(true); in Draw_StretchPic() 322 qglDepthMask(false); in Draw_StretchPic2() 338 qglDepthMask(true); in Draw_StretchPic2() 379 qglDepthMask(false); in Draw_Pic() 396 qglDepthMask(true); in Draw_Pic() 436 qglDepthMask(false); in Draw_ScaledPic() 479 qglDepthMask(true); in Draw_ScaledPic() [all …]
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H A D | gl_rmain.c | 821 qglDepthMask (0); in R_DrawAllEntities() 838 qglDepthMask (1); in R_DrawAllEntities() 1049 qglDepthMask (false); in R_DrawDecals() 1059 qglDepthMask (true); in R_DrawDecals() 1079 qglDepthMask (false); in R_DrawAllSubDecals() 1091 qglDepthMask (true); in R_DrawAllSubDecals() 1109 qglDepthMask (false); in R_DrawAllDecals() 1121 qglDepthMask (true); in R_DrawAllDecals() 1159 qglDepthMask (true); in R_DrawParticles() 1192 qglDepthMask (true); in R_DrawAllParticles() [all …]
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H A D | gl_light.c | 93 qglDepthMask (0); in R_RenderFlares() 111 qglDepthMask (1); in R_RenderFlares() 226 qglDepthMask (GL_FALSE); in R_RenderDlights() 240 qglDepthMask (GL_TRUE); in R_RenderDlights()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_candygl/ |
H A D | gl_draw.c | 257 qglDepthMask (false); in Draw_StretchPic() 276 qglDepthMask (true); in Draw_StretchPic() 321 qglDepthMask (false); in Draw_ScaledPic() 341 qglDepthMask (true); in Draw_ScaledPic() 383 qglDepthMask (false); in Draw_Pic() 400 qglDepthMask (true); in Draw_Pic()
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H A D | gl_rmain.c | 277 qglDepthMask (false); in R_DrawSpriteModel() 333 qglDepthMask (true); in R_DrawSpriteModel() 483 qglDepthMask (0); in R_DrawEntitiesOnList() 534 qglDepthMask (1); // back to writing in R_DrawEntitiesOnList() 625 qglDepthMask (false); in GL_DrawParticles() 1137 qglDepthMask (true); in GL_DrawParticles() 2366 qglDepthMask (false); in R_RenderBeam() 2407 qglDepthMask (true); in R_RenderBeam()
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_candygl/ |
H A D | gl_draw.c | 257 qglDepthMask (false); in Draw_StretchPic() 276 qglDepthMask (true); in Draw_StretchPic() 321 qglDepthMask (false); in Draw_ScaledPic() 341 qglDepthMask (true); in Draw_ScaledPic() 383 qglDepthMask (false); in Draw_Pic() 400 qglDepthMask (true); in Draw_Pic()
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H A D | gl_rmain.c | 277 qglDepthMask (false); in R_DrawSpriteModel() 333 qglDepthMask (true); in R_DrawSpriteModel() 483 qglDepthMask (0); in R_DrawEntitiesOnList() 534 qglDepthMask (1); // back to writing in R_DrawEntitiesOnList() 625 qglDepthMask (false); in GL_DrawParticles() 1137 qglDepthMask (true); in GL_DrawParticles() 2366 qglDepthMask (false); in R_RenderBeam() 2407 qglDepthMask (true); in R_RenderBeam()
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/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/ |
H A D | gl_draw.c | 118 qglDepthMask(false); in Draw_Char() 135 qglDepthMask(true); in Draw_Char() 210 qglDepthMask(false); in Draw_StretchPic() 227 qglDepthMask(true); in Draw_StretchPic() 267 qglDepthMask(false); in Draw_Pic() 284 qglDepthMask(true); in Draw_Pic() 326 qglDepthMask(false); in Draw_ScaledPic() 369 qglDepthMask(true); in Draw_ScaledPic()
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H A D | gl_flares.c | 33 qglDepthMask(0); in R_RenderFlares() 49 qglDepthMask(1); in R_RenderFlares()
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H A D | gl_rmain.c | 579 qglDepthMask(0); in R_DrawEntitiesOnList() 625 qglDepthMask(1); /* back to writing */ in R_DrawEntitiesOnList() 675 qglDepthMask(0); /* no z writes */ in R_DrawEntitiesOnList() 809 qglDepthMask(false); in GL_DrawParticles() 1316 qglDepthMask(true); in GL_DrawParticles() 1465 qglDepthMask(GL_FALSE); in R_DrawParticles() 1484 qglDepthMask(GL_TRUE); in R_DrawParticles() 3146 qglDepthMask(false); in R_RenderBeam() 3187 qglDepthMask(true); in R_RenderBeam() 3232 qglDepthMask(GL_FALSE); in R_DrawBeam() [all …]
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H A D | gl_rsurf.c | 289 qglDepthMask(0); in R_BlendLightmaps() 414 qglDepthMask(1); in R_BlendLightmaps() 589 qglDepthMask(0); /* jitalpha - disable depth writing */ in R_DrawAlphaSurfaces_Jitspoe() 644 qglDepthMask(1); in R_DrawAlphaSurfaces_Jitspoe() 1111 qglDepthMask(false); in R_DrawInlineBModel() 1169 qglDepthMask(true); in R_DrawInlineBModel()
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/dports/games/egl/egl-0.3.1_9/renderer/ |
H A D | rb_state.c | 142 qglDepthMask (GL_TRUE); in RB_StateForBits() 144 qglDepthMask (GL_FALSE); in RB_StateForBits() 369 qglDepthMask (GL_FALSE); in RB_SetupGL2D() 394 qglDepthMask (GL_TRUE); in RB_SetupGL3D()
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/dports/games/r1q2/r1q2-8012_5/ref_gl/ |
H A D | gl_rmain.c | 467 qglDepthMask (GL_FALSE); in R_Occlusion_Run() 513 qglDepthMask (GL_TRUE); in R_Occlusion_Run() 578 qglDepthMask (0); // no z writes in R_DrawEntitiesOnList() 615 qglDepthMask (1); // back to writing in R_DrawEntitiesOnList() 633 qglDepthMask( GL_FALSE ); // no z buffering in GL_DrawParticles() 696 qglDepthMask( GL_FALSE ); in R_DrawParticles() 749 qglDepthMask( GL_TRUE ); in R_DrawParticles() 761 qglDepthMask( GL_FALSE ); in R_DrawParticles() 787 qglDepthMask( GL_TRUE ); in R_DrawParticles() 2310 qglDepthMask( GL_FALSE ); in R_DrawBeam() [all …]
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/dports/games/quetoo/quetoo-0.6.1/src/ |
H A D | gl_rmain.c | 290 qglDepthMask(GL_FALSE); in GL_DrawBeam() 313 qglDepthMask(GL_TRUE); in GL_DrawBeam() 359 qglDepthMask(0); // no z writes in GL_DrawEntitiesOnList() 390 qglDepthMask(1); // back to writing in GL_DrawEntitiesOnList() 405 qglDepthMask(GL_FALSE); // no z buffering in GL_DrawParticles() 447 qglDepthMask(GL_TRUE); // back to normal Z buffering in GL_DrawParticles()
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/dports/games/q2pro/q2pro/ref_newgl/ |
H A D | gl_state.c | 124 qglDepthMask( GL_FALSE ); in GL_Bits() 126 qglDepthMask( GL_TRUE ); in GL_Bits()
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/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/ |
H A D | tr_backend.cpp | 71 qglDepthMask( GL_TRUE ); in RB_SetDefaultGLState() 324 qglDepthMask( GL_FALSE ); in GL_State() 326 qglDepthMask( GL_TRUE ); in GL_State()
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/dports/games/quake2-source/quake2-r0.16.2/src/ref_gl/ |
H A D | gl_rmain.c | 365 qglDepthMask (0); // no z writes in R_DrawEntitiesOnList() 402 qglDepthMask (1); // back to writing in R_DrawEntitiesOnList() 419 qglDepthMask( GL_FALSE ); // no z buffering in GL_DrawParticles() 461 qglDepthMask( 1 ); // back to normal Z buffering in GL_DrawParticles() 478 qglDepthMask( GL_FALSE ); in R_DrawParticles() 498 qglDepthMask( GL_TRUE ); in R_DrawParticles() 1650 qglDepthMask( GL_FALSE ); in R_DrawBeam() 1674 qglDepthMask( GL_TRUE ); in R_DrawBeam()
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/dports/games/quake2lnx/quake2-r0.16.2/src/ref_gl/ |
H A D | gl_rmain.c | 365 qglDepthMask (0); // no z writes in R_DrawEntitiesOnList() 402 qglDepthMask (1); // back to writing in R_DrawEntitiesOnList() 419 qglDepthMask( GL_FALSE ); // no z buffering in GL_DrawParticles() 461 qglDepthMask( 1 ); // back to normal Z buffering in GL_DrawParticles() 478 qglDepthMask( GL_FALSE ); in R_DrawParticles() 498 qglDepthMask( GL_TRUE ); in R_DrawParticles() 1650 qglDepthMask( GL_FALSE ); in R_DrawBeam() 1674 qglDepthMask( GL_TRUE ); in R_DrawBeam()
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/dports/games/quake2max/Quake2maX_0.45-src_unix/ref_gl/ |
H A D | gl_mesh.c | 457 qglDepthMask(false); in GL_DrawAliasFrameLerpShell() 615 qglDepthMask(true); in GL_DrawAliasFrameLerpShell() 859 qglDepthMask(false); in GL_DrawAliasFrameLerp() 1018 qglDepthMask(true); in GL_DrawAliasFrameLerp() 1029 qglDepthMask (false); in GL_DrawAliasFrameLerp() 1070 qglDepthMask (true); in GL_DrawAliasFrameLerp() 1394 qglDepthMask(0); in GL_DrawAliasShadow() 1514 qglDepthMask(1); in GL_DrawAliasShadow() 1964 qglDepthMask (false); in setBlendModeOn() 1983 qglDepthMask (true); in setBlendModeOff() [all …]
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H A D | gl_rmain.c | 739 qglDepthMask (0); in R_DrawAllEntities() 773 qglDepthMask (1); in R_DrawAllEntities() 1061 qglDepthMask (false); in R_DrawDecals() 1071 qglDepthMask (true); in R_DrawDecals() 1090 qglDepthMask (false); in R_DrawAllAddGlareParticles() 1107 qglDepthMask (true); in R_DrawAllAddGlareParticles() 1137 qglDepthMask (true); in R_DrawAllSubDecals() 1167 qglDepthMask (true); in R_DrawAllDecals() 1207 qglDepthMask (true); in R_DrawParticles() 1239 qglDepthMask (true); in R_DrawAllParticles() [all …]
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H A D | gl_draw.c | 147 qglDepthMask (false); in Draw_ScaledChar() 154 qglDepthMask (true); in Draw_ScaledChar() 184 qglDepthMask (false); in Draw_Char() 191 qglDepthMask (true); in Draw_Char()
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/dports/games/alienarena/alienarena-7.66/source/ref_gl/ |
H A D | r_particle.c | 72 qglDepthMask( GL_FALSE ); // no z buffering in PART_DrawParticles() 313 qglDepthMask( GL_TRUE ); // back to normal Z buffering in PART_DrawParticles() 541 qglDepthMask (0); in R_RenderFlares() 594 qglDepthMask (1); in R_RenderFlares() 983 qglDepthMask( GL_FALSE ); in R_DrawVegetationSurface() 1111 qglDepthMask( GL_TRUE ); in R_DrawVegetationSurface() 1260 qglDepthMask( GL_FALSE ); in R_DrawBeamSurface() 1420 qglDepthMask( GL_TRUE ); in R_DrawBeamSurface() 1541 qglDepthMask( GL_TRUE ); in R_DrawSimpleItems()
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H A D | r_shadowmaps.c | 814 qglDepthMask (1); // back to writing in R_DrawDynamicCaster() 1003 qglDepthMask (1); // back to writing in R_DrawVegetationCaster() 1100 qglDepthMask (1); // back to writing in R_DrawEntityCaster() 1234 qglDepthMask (1); // back to writing in R_DrawRagdollCaster()
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/dports/games/alienarena-data/alienarena-7.66/source/ref_gl/ |
H A D | r_particle.c | 72 qglDepthMask( GL_FALSE ); // no z buffering in PART_DrawParticles() 313 qglDepthMask( GL_TRUE ); // back to normal Z buffering in PART_DrawParticles() 541 qglDepthMask (0); in R_RenderFlares() 594 qglDepthMask (1); in R_RenderFlares() 983 qglDepthMask( GL_FALSE ); in R_DrawVegetationSurface() 1111 qglDepthMask( GL_TRUE ); in R_DrawVegetationSurface() 1260 qglDepthMask( GL_FALSE ); in R_DrawBeamSurface() 1420 qglDepthMask( GL_TRUE ); in R_DrawBeamSurface() 1541 qglDepthMask( GL_TRUE ); in R_DrawSimpleItems()
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/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/src/gui/ |
H A D | gui.cpp | 231 qglDepthMask(GL_FALSE); in Gui_Render() 247 qglDepthMask(GL_TRUE); in Gui_Render() 389 qglDepthMask(GL_FALSE); in Gui_DrawLoadScreen() 407 qglDepthMask(GL_TRUE); in Gui_DrawLoadScreen()
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