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Searched refs:glHint (Results 1 – 8 of 8) sorted by relevance

/external/quake/quake/src/WinQuake/
Dglquake.h377 #define glHint(...) do { glHint(__VA_ARGS__); GLCHECK("glHint");} while(0) macro
Dr_part.cpp679 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); in R_DrawParticles()
856 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in R_DrawParticles()
Dgl_vidandroid.cpp214 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in GL_Init()
Dgl_rmain.cpp708 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); in R_DrawAliasModel()
716 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in R_DrawAliasModel()
Dgl_draw.cpp2052 #define BEGIN_QUAD glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
2053 #define END_QUAD glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
/external/quake/quake/src/QW/client/
Dgl_rmain.c620 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); in R_DrawAliasModel()
628 glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); in R_DrawAliasModel()
/external/webkit/WebCore/platform/graphics/mac/
DGraphicsContext3DMac.cpp580 ::glHint(target, mode); in hint()
/external/qemu/distrib/sdl-1.2.12/src/video/
DSDL_glfuncs.h134 SDL_PROC_UNUSED(void,glHint,(GLenum target, GLenum mode))