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Searched defs:rotate (Results 1 – 14 of 14) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_AmbientLight.cpp165 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResAmbientLight() local
Dgfx_HemiSphereLight.cpp166 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResHemiSphereLight() local
Dgfx_VertexLight.cpp184 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResVertexLight() local
Dgfx_FragmentLight.cpp245 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFragmentLight() local
Dgfx_MaterialState.cpp69 float rotate, in SetupTextureMatrix()
Dgfx_Fog.cpp169 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in CreateResFog() local
Dgfx_Camera.cpp260 const math::VEC3 rotate(0.0f, 0.0f, 0.0f); in Create() local
/NW4C-2.0.3/sources/libraries/anim/res/
Danim_ResAnimGroup.cpp280 float rotate = *reinterpret_cast<const float*>(value); in SetValue() local
435 const math::VEC3& rotate = *reinterpret_cast<const math::VEC3*>(value); in SetValue() local
/NW4C-2.0.3/sources/libraries/lyt/
Dlyt_DrawerUniform.cpp91 register const f32 rotate = texSRT.rotate; in CalcTextureCoords() local
/NW4C-2.0.3/include/nw/gfx/
Dgfx_CalculatedTransform.h352 void SetRotateAndTranslate(const math::VEC3& rotate, const math::VEC3& translate) in SetRotateAndTranslate()
/NW4C-2.0.3/include/nw/ut/
Dut_ResTypes.h317 ResVec2 rotate; member
333 ResVec3 rotate; member
/NW4C-2.0.3/include/nw/lyt/
Dlyt_Resources.h917 Vec3 rotate; member
Dlyt_Types.h1592 ut::ResF32 rotate; member
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResMaterial.h1214 void SetRotate(f32 rotate) in SetRotate()