Searched refs:lighting (Results 1 – 6 of 6) sorted by relevance
68 c->lighting.lights[i].ambient.a = 0x10000; in ogles_init_light()69 c->lighting.lights[i].position.z = 0x10000; in ogles_init_light()70 c->lighting.lights[i].spotDir.z = -0x10000; in ogles_init_light()71 c->lighting.lights[i].spotCutoff = gglIntToFixed(180); in ogles_init_light()72 c->lighting.lights[i].attenuation[0] = 0x10000; in ogles_init_light()74 init_white(c->lighting.lights[0].diffuse); in ogles_init_light()75 init_white(c->lighting.lights[0].specular); in ogles_init_light()77 c->lighting.front.ambient.r = in ogles_init_light()78 c->lighting.front.ambient.g = in ogles_init_light()79 c->lighting.front.ambient.b = gglFloatToFixed(0.2f); in ogles_init_light()[all …]
139 c->lighting.lights[cap-GL_LIGHT0].enable = enabled; in enable_disable()140 c->lighting.enabledLights &= ~(1<<(cap-GL_LIGHT0)); in enable_disable()141 c->lighting.enabledLights |= (enabled<<(cap-GL_LIGHT0)); in enable_disable()159 c->lighting.enable = enabled; in enable_disable()162 c->lighting.colorMaterial.enable = enabled; in enable_disable()
113 c->lighting.lightVertex(c, v0); in lightTriangleSmooth()115 c->lighting.lightVertex(c, v1); in lightTriangleSmooth()117 c->lighting.lightVertex(c, v2); in lightTriangleSmooth()124 c->lighting.lightVertex(c, v2); in lightTriangleFlat()155 c->lighting.lightVertex(c, v); in lightVertexSmoothFog()218 index |= c->lighting.enable ? 0x2 : 0; in ogles_validate_primitives()220 c->lighting.lightTriangle = lightPrimitive[index]; in ogles_validate_primitives()466 if (c->lighting.enable) { in primitive_point()467 c->lighting.lightVertex(c, v); in primitive_point()539 c->lighting.lightTriangle(c, v0, v1, v1); in primitive_line()[all …]
1112 (mode == GL_POINTS) ? GL_FLAT : c->lighting.shadeModel); in validate_arrays()1118 if (c->lighting.enable) { // needs normal transforms and eye coords in validate_arrays()1172 if (c->lighting.enable) { in validate_arrays()
617 lighting_t lighting; member
39 lighting.