Searched defs:direction (Results 1 – 10 of 10) sorted by relevance
575 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local638 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local708 math::VEC3 direction = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
138 const nw::math::VEC3 direction( in CalcListenerMatrix() local
587 math::VEC3 direction(resLight.GetDirection()); in ActivateHemiSphereLight() local642 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local708 nw::math::VEC4 direction(light->Direction()); in ActivateFragmentLight() local
1084 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local1112 const nw::math::VEC3 direction = velInitializer.GetDirection(); in InitializeParticles() local
268 const math::VEC3 &direction) const in CalcInheritingDiretion()
256 DirectPrint::Direction direction, in Erase()284 DirectPrint::Direction direction, in DrawString()312 DirectPrint::Direction direction) in InitializeContext()996 DirectPrint::SetDirection(Direction direction) in SetDirection()
503 nw::math::VEC3 direction = resViewUpdater.GetTargetPosition() - position; in MoveCamera3D() local
378 math::VEC2 direction = pt1 + pt2; in BuildLine() local
885 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local
955 const nw::math::VEC3& direction = s_SpotLight->Direction(); in UpdateScene() local