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Searched refs:SetLutInput (Results 1 – 3 of 3) sorted by relevance

/NW4C-1.2.23/sources/libraries/gfx/
Dgfx_MaterialState.cpp128 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_RR, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
144 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_RG, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
160 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_RB, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
176 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_D0, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
192 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_D1, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
208 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_FR, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
Dgfx_RenderContext.cpp689 …GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetInput() … in ActivateFragmentLight()
/NW4C-1.2.23/include/nw/gfx/
Dgfx_GraphicsDevice.h278 static void SetLutInput( LutTarget target, ResLightingLookupTable::Input input ) in SetLutInput() function