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  /external/quake/quake/src/QW/client/
gl_rsurf.c 55 byte lightmaps[4*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT]; variable
135 Combine and scale multiple lightmaps into the 8.8 format in blocklights
167 // add all the lightmaps
452 lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
554 lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
729 // gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
732 // gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+(i*BLOCK_HEIGHT+theRect->t)*BLOCK_WIDTH*lightmap_bytes);
735 lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
795 { // warp texture, no lightmaps
804 { // warp texture, no lightmaps
    [all...]
docs.txt 98 "spawn" sends all dynamically changing state (fullclient updates, lightmaps, frags)
r_light.c 189 continue; // no lightmaps
r_surf.c 129 Combine and scale multiple lightmaps into the 8.8 format in blocklights
161 // add all the lightmaps
gl_rlight.c 317 continue; // no lightmaps
  /external/quake/quake/src/WinQuake/
gl_rsurf.cpp 55 byte lightmaps[4*MAX_LIGHTMAPS*BLOCK_WIDTH*BLOCK_HEIGHT]; variable
135 Combine and scale multiple lightmaps into the 8.8 format in blocklights
168 // add all the lightmaps
449 lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
576 lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
801 // gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+i*BLOCK_WIDTH*BLOCK_HEIGHT*lightmap_bytes);
804 // gl_lightmap_format, GL_UNSIGNED_BYTE, lightmaps+(i*BLOCK_HEIGHT+theRect->t)*BLOCK_WIDTH*lightmap_bytes);
807 lightmaps+(i* BLOCK_HEIGHT + theRect->t) *BLOCK_WIDTH*lightmap_bytes);
865 { // warp texture, no lightmaps
874 { // warp texture, no lightmaps
    [all...]
r_light.cpp 189 continue; // no lightmaps
glqnotes.txt 96 and the second for the lightmaps that are blended on the textures. On some
r_surf.cpp 146 Combine and scale multiple lightmaps into the 8.8 format in blocklights
178 // add all the lightmaps
gl_rlight.cpp 320 continue; // no lightmaps
  /external/quake/quake/src/QW/
qwchangelog.txt 60 - Using TexSubImage2D to upload partial lightmaps (GL)
qwrlnote.txt 110 (world textures for one pass, lightmaps for the second). You need a card
178 - Using TexSubImage2D to upload partial lightmaps (GL)
  /external/quake/quake/src/WinQuake/kit/
README.TXT 96 and the second for the lightmaps that are blended on the textures. On some

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