Home
last modified time | relevance | path

Searched defs:direction (Results 1 – 10 of 10) sorted by relevance

/NW4C-1.2.23/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp575 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
638 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
708 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
/NW4C-1.2.23/demos/snd/sound3d/sources/
DSound3dApp.cpp138 const nw::math::VEC3 direction( in CalcListenerMatrix() local
/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_RenderContext.cpp587 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() local
642 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
708 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
Dgfx_ParticleSet.cpp1084 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
1112 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
/NW4C-1.2.23/include/nw/gfx/
Dgfx_TransformNode.h268 const math::VEC3 &direction) const in CalcInheritingDiretion()
/NW4C-1.2.23/sources/libraries/dev/
Ddev_DirectPrint.cpp256 DirectPrint::Direction direction, in Erase()
284 DirectPrint::Direction direction, in DrawString()
312 DirectPrint::Direction direction) in InitializeContext()
996 DirectPrint::SetDirection(Direction direction) in SetDirection()
/NW4C-1.2.23/demos/Nw4cDemo/sources/
DSmCamera.cpp503 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() local
/NW4C-1.2.23/sources/libraries/demo/
Ddemo_GraphicsDrawing.cpp378 math::VEC2 direction = pt1 + pt2; in BuildLine() local
/NW4C-1.2.23/demos/gfx/ProjectionShadowDemo/sources/
DProjectionShadowDemo.cpp885 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
/NW4C-1.2.23/demos/gfx/ShadowMapDemo/sources/
DShadowMapDemo.cpp955 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local