Searched refs:GL_DEPTH_BUFFER_BIT (Results 1 – 19 of 19) sorted by relevance
161 f.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); in main()173 f.glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); in main()
618 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in RunGLTest()
101 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onSurfaceCreated()231 gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); in onDrawFrame()
162 if (GL_DEPTH_BUFFER_BIT & buf && ctx->depthSurface.data) { in Clear()206 } else if (GL_DEPTH_BUFFER_BIT == type) { in SetBuffer()
228 iface->SetBuffer(iface, GL_DEPTH_BUFFER_BIT, NULL); in InitializeGGLState()
1074 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in R_Clear()1076 glClear (GL_DEPTH_BUFFER_BIT); in R_Clear()1105 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in R_Clear()1107 glClear (GL_DEPTH_BUFFER_BIT); in R_Clear()
1345 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in R_Clear()1347 glClear (GL_DEPTH_BUFFER_BIT); in R_Clear()1376 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in R_Clear()1378 glClear (GL_DEPTH_BUFFER_BIT); in R_Clear()
282 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in Atlantis_Display()
2352 if (mask & GL_DEPTH_BUFFER_BIT) in clear()2354 mask &= ~GL_DEPTH_BUFFER_BIT; in clear()3471 if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) in blitFramebuffer()3479 if (mask & GL_DEPTH_BUFFER_BIT) in blitFramebuffer()
5684 if ((mask & ~(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) != 0) in glBlitFramebufferANGLE()
470 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); in paintGL()
45 #define GL_DEPTH_BUFFER_BIT 0x00000100 macro
161 bits |= GL_DEPTH_BUFFER_BIT; in clearBuffers()
441 bits |= GL_DEPTH_BUFFER_BIT; in clearBuffers()1214 mask |= GL_DEPTH_BUFFER_BIT; in copyFrameBuffer()
279 clearMask |= GL_DEPTH_BUFFER_BIT; in reshape()
414 bits |= GLES20.GL_DEPTH_BUFFER_BIT; in clearBuffers()