/dports/games/dhewm3/dhewm3-1.5.1/neo/renderer/ |
H A D | draw_arb2.cpp | 272 qglStencilFunc( GL_ALWAYS, 128, 255 ); in RB_ARB2_DrawInteractions() 297 qglStencilFunc( GL_ALWAYS, 128, 255 ); in RB_ARB2_DrawInteractions() 306 qglStencilFunc( GL_ALWAYS, 128, 255 ); in RB_ARB2_DrawInteractions()
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H A D | draw_common.cpp | 552 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_STD_FillDepthBuffer() 1268 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_StencilShadowPass() 1288 qglStencilFunc( GL_GEQUAL, 128, 255 ); in RB_StencilShadowPass() 1623 qglStencilFunc( GL_EQUAL, 128, 255 ); in RB_STD_FogAllLights() 1745 qglStencilFunc( GL_ALWAYS, 128, 255 ); in RB_STD_DrawView()
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H A D | tr_rendertools.cpp | 290 qglStencilFunc( GL_EQUAL, i, 255 ); in R_ColorByStencilBuffer() 294 qglStencilFunc( GL_ALWAYS, 0, 255 ); in R_ColorByStencilBuffer() 511 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShowLightCount() 649 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShowShadowCount()
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/dports/games/egl/egl-0.3.1_9/renderer/ |
H A D | rb_shadow.c | 353 qglStencilFunc (GL_EQUAL, 128, 0xFF); in RB_SetShadowState() 373 qglStencilFunc (GL_ALWAYS, 128, 255); in RB_SetShadowState() 477 qglStencilFunc (GL_NOTEQUAL, 128, 255); in RB_ShadowBlend()
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/dports/games/iortcw/iortcw-1.51c/MP/code/rend2/ |
H A D | tr_shadows.c | 230 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 268 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/iortcw/iortcw-1.51c/SP/code/rend2/ |
H A D | tr_shadows.c | 230 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 268 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/ioquake3/ioquake3-1.36/code/renderer/ |
H A D | tr_shadows.c | 223 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 272 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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H A D | tr_cmds.c | 372 qglStencilFunc( GL_ALWAYS, 0U, ~0U ); in RE_BeginFrame()
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H A D | qgl.h | 297 #define qglStencilFunc glStencilFunc macro
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/dports/games/ioquake3-server/ioquake3-1.36/code/renderer/ |
H A D | tr_shadows.c | 223 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 272 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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H A D | qgl.h | 297 #define qglStencilFunc glStencilFunc macro
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H A D | tr_cmds.c | 372 qglStencilFunc( GL_ALWAYS, 0U, ~0U ); in RE_BeginFrame()
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/dports/games/tremulous/tremulous/tremulous-1.1.0-src/src/renderer/ |
H A D | tr_shadows.c | 222 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 271 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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H A D | tr_cmds.c | 340 qglStencilFunc( GL_ALWAYS, 0U, ~0U ); in RE_BeginFrame()
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H A D | qgl_linked.h | 276 #define qglStencilFunc glStencilFunc macro
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/dports/games/worldofpadman/worldofpadman-1.2.20080621/code/renderer/ |
H A D | tr_shadows.c | 223 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 272 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/openarena/openarena-engine-source-0.8.8/code/renderer/ |
H A D | tr_shadows.c | 223 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 272 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/openarena-server/openarena-engine-source-0.8.8/code/renderer/ |
H A D | tr_shadows.c | 223 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 272 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/iortcw/iortcw-1.51c/SP/code/renderer/ |
H A D | tr_shadows.c | 249 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 304 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/iortcw/iortcw-1.51c/MP/code/renderer/ |
H A D | tr_shadows.c | 249 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_ShadowTessEnd() 305 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish()
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/dports/games/openjk/OpenJK-07675e2/code/rd-vanilla/ |
H A D | tr_shadows.cpp | 342 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_DoShadowTessEnd() 433 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish() 612 qglStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); in RB_DistortionFill()
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/dports/games/openjk/OpenJK-07675e2/codemp/rd-vanilla/ |
H A D | tr_shadows.cpp | 342 qglStencilFunc( GL_ALWAYS, 1, 255 ); in RB_DoShadowTessEnd() 433 qglStencilFunc( GL_NOTEQUAL, 0, 255 ); in RB_ShadowFinish() 611 qglStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); in RB_DistortionFill()
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/dports/games/qudos/QuDos-0.40.1-src/src/ref_gl/ |
H A D | gl_draw.c | 773 qglStencilFunc(GL_ALWAYS, 4, 4); in GL_DrawRadar() 810 qglStencilFunc(GL_NOTEQUAL, 4, 4); in GL_DrawRadar()
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/dports/games/evq3/evq3/code/renderer/ |
H A D | tr_cmds.c | 437 qglStencilFunc(GL_ALWAYS, 0U, ~0U); in RE_BeginFrame()
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/dports/games/OpenTomb/OpenTomb-win32-2018-02-03_alpha/src/core/ |
H A D | gl_util.c | 111 PFNGLSTENCILFUNCPROC qglStencilFunc = NULL; variable 392 qglStencilFunc = (PFNGLSTENCILFUNCPROC)SDL_GL_GetProcAddress("glStencilFunc"); in InitGLExtFuncs()
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