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Searched refs:qglDepthMask (Results 1 – 25 of 158) sorted by relevance

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/dports/games/q2p/Q2P-0.2-2006-12-31/ref_gl/
H A Dgl_draw.c141 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 …]
H A Dgl_rmain.c821 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 …]
H A Dgl_light.c93 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()
/dports/games/quake2lnx/quake2-r0.16.2/src/ref_candygl/
H A Dgl_draw.c257 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()
H A Dgl_rmain.c277 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()
/dports/games/quake2-source/quake2-r0.16.2/src/ref_candygl/
H A Dgl_draw.c257 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()
H A Dgl_rmain.c277 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()
/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/
H A Dgl_draw.c118 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()
H A Dgl_flares.c33 qglDepthMask(0); in R_RenderFlares()
49 qglDepthMask(1); in R_RenderFlares()
H A Dgl_rmain.c579 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 …]
H A Dgl_rsurf.c289 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()
/dports/games/egl/egl-0.3.1_9/renderer/
H A Drb_state.c142 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()
/dports/games/r1q2/r1q2-8012_5/ref_gl/
H A Dgl_rmain.c467 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 …]
/dports/games/quetoo/quetoo-0.6.1/src/
H A Dgl_rmain.c290 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()
/dports/games/q2pro/q2pro/ref_newgl/
H A Dgl_state.c124 qglDepthMask( GL_FALSE ); in GL_Bits()
126 qglDepthMask( GL_TRUE ); in GL_Bits()
/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/
H A Dtr_backend.cpp71 qglDepthMask( GL_TRUE ); in RB_SetDefaultGLState()
324 qglDepthMask( GL_FALSE ); in GL_State()
326 qglDepthMask( GL_TRUE ); in GL_State()
/dports/games/quake2-source/quake2-r0.16.2/src/ref_gl/
H A Dgl_rmain.c365 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()
/dports/games/quake2lnx/quake2-r0.16.2/src/ref_gl/
H A Dgl_rmain.c365 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()
/dports/games/quake2max/Quake2maX_0.45-src_unix/ref_gl/
H A Dgl_mesh.c457 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 …]
H A Dgl_rmain.c739 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 …]
H A Dgl_draw.c147 qglDepthMask (false); in Draw_ScaledChar()
154 qglDepthMask (true); in Draw_ScaledChar()
184 qglDepthMask (false); in Draw_Char()
191 qglDepthMask (true); in Draw_Char()
/dports/games/alienarena/alienarena-7.66/source/ref_gl/
H A Dr_particle.c72 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()
H A Dr_shadowmaps.c814 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()
/dports/games/alienarena-data/alienarena-7.66/source/ref_gl/
H A Dr_particle.c72 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()
/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/src/gui/
H A Dgui.cpp231 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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