Searched refs:GL_KEEP (Results 1 – 8 of 8) sorted by relevance
213 iface->StencilOpSeparate(iface, GL_FRONT_AND_BACK, GL_KEEP, GL_KEEP, GL_KEEP); in InitializeGGLState()
62 case GL_KEEP: // fall through in StencilOpEnum()66 return func - GL_KEEP + 1; in StencilOpEnum()
69 mState.stencilFail = GL_KEEP; in Context()70 mState.stencilPassDepthFail = GL_KEEP; in Context()71 mState.stencilPassDepthPass = GL_KEEP; in Context()72 mState.stencilBackFail = GL_KEEP; in Context()73 mState.stencilBackPassDepthFail = GL_KEEP; in Context()74 mState.stencilBackPassDepthPass = GL_KEEP; in Context()
483 case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break; in ConvertStencilOp()
4361 case GL_KEEP: in glStencilOpSeparate()4376 case GL_KEEP: in glStencilOpSeparate()4391 case GL_KEEP: in glStencilOpSeparate()
292 #define GL_KEEP 0x1E00 macro
664 return GL_KEEP; in convertStencilOperation()