Searched refs:GL_ALWAYS (Results 1 – 10 of 10) sorted by relevance
28 if (GL_NEVER > func || GL_ALWAYS < func) in DepthFunc()39 if (GL_NEVER > func || GL_ALWAYS < func) in StencilFuncSeparate()
212 iface->StencilFuncSeparate(iface, GL_FRONT_AND_BACK, GL_ALWAYS, 0, 0xff); in InitializeGGLState()
116 case GL_ALWAYS & 0x7: in StencilFunc()615 case GL_ALWAYS: in GenerateScanLine()
413 case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break; in ConvertComparison()
61 mState.stencilFunc = GL_ALWAYS; in Context()65 mState.stencilBackFunc = GL_ALWAYS; in Context()
1554 case GL_ALWAYS: in glDepthFunc()4261 case GL_ALWAYS: in glStencilFuncSeparate()
288 #define GL_ALWAYS 0x0207 macro
701 return GL_ALWAYS; in convertTestFunction()
123 - glDepthFunc(GL_ALWAYS) with glDepthMask(GL_FALSE) didn't work