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

/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_MaterialState.cpp130 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_RR, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
146 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_RG, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
162 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_RB, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
178 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_D0, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
194 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_D1, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
210 … GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_FR, lightingLookupTable.GetInput() ); in ActivateFragmentLightingTable()
Dgfx_RenderContext.cpp684 …GraphicsDevice::SetLutInput( GraphicsDevice::LUT_TARGET_SP, resLight.GetAngleSampler().GetInput() … in ActivateFragmentLight()
/NW4C-2.0.3/include/nw/gfx/
Dgfx_GraphicsDevice.h280 static void SetLutInput( LutTarget target, ResLightingLookupTable::Input input ) in SetLutInput() function