Searched refs:hasTexture (Results 1 – 5 of 5) sorted by relevance
551 bool hasTexture = pointSpriteActive(); in texCoordActive() local559 hasTexture = true; in texCoordActive()564 hasTexture = true; // FIXME: Check vertex buffer streams in texCoordActive()572 hasTexture = true; in texCoordActive()575 …hasTexture = hasTexture || (component < input[TexCoord0 + textureStage[coordinate].texCoordIndex].… in texCoordActive()578 hasTexture = hasTexture || (component <= 2); in texCoordActive()581 hasTexture = hasTexture || (component <= 2); in texCoordActive()584 hasTexture = hasTexture || (component <= 2); in texCoordActive()587 hasTexture = hasTexture || (component <= 1); in texCoordActive()606 return hasTexture && usesTexture; in texCoordActive()
201 bool hasTexture() const;
396 bool disabled = (stageOperation == STAGE_DISABLE) || (!sampler->hasTexture() && usesTexture()); in isStageDisabled()
381 bool Sampler::hasTexture() const in hasTexture() function in sw::Sampler
330 hasTexture: false, property in Flog.RayTracer.Material.BaseMaterial348 …ss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';364 this.hasTexture = false;372 …ss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';395 this.hasTexture = true;408 …ss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';499 if(this.material.hasTexture){