Home
last modified time | relevance | path

Searched refs:depth (Results 1 – 25 of 28) sorted by relevance

12

/NW4C-2.0.3/include/nw/gfx/
Dgfx_RenderElement.h117 KeyType operator()(float depth) in operator()
120 depth * static_cast<float>(BIT64_DEPTH_MAX_VALUE)) in operator()
131 KeyType operator()(float depth) in operator()
134 (1.0f - depth) * static_cast<float>(BIT64_DEPTH_MAX_VALUE)) in operator()
145 KeyType operator()(float depth) in operator()
147 NW_UNUSED_VARIABLE(depth); in operator()
256 void SetDepth(float depth, u32 shift) in SetDepth() argument
258 m_Key |= TDepthQuantizer()(depth) << shift; in SetDepth()
375 float depth,
440 float depth, in CreateRenderKey() argument
[all …]
Dgfx_RenderQueue.h175 float depth; in operator() local
185 depth = SceneHelper::CalculateDepth( in operator()
190 depth = SceneHelper::CalculateDepth( in operator()
194 return depth; in operator()
227 … float depth = calculateDepth(mesh, camera, IsCalculating(calculateDepth.model, mesh)); in operator() local
228 renderQueue->EnqueueMesh(mesh, calculateDepth.model, depth, layerId); in operator()
287 float depth = (translucencyKind == ResMaterial::TRANSLUCENCY_KIND_OPAQUE) in operator() local
292 ElementType(mesh, calculateDepth.model), translucencyKind, depth, layerId); in operator()
439 float depth, in EnqueueElement() argument
454 back->Key() = keyFactory->CreateRenderKey(*back, depth, layerId); in EnqueueElement()
[all …]
Dgfx_RenderContext.h261 void ClearBuffer(GLbitfield mask, const nw::ut::FloatColor& color, f32 depth);
/NW4C-2.0.3/sources/libraries/snd/
Dsnd_CurveLfo.cpp42 depth = 0.0f; in Initialize()
103 if ( m_Param.depth == 0.0f ) return 0.0f; in GetValue()
107 value *= m_Param.depth; in GetValue()
Dsnd_SequenceSoundPlayer.cpp547 void SequenceSoundPlayer::SetTrackModDepth( u32 trackBitFlag, float depth ) in SetTrackModDepth() argument
549 SetTrackParam( trackBitFlag, &SequenceTrack::SetModDepth, depth ); in SetTrackModDepth()
Dsnd_SequenceSound.cpp565 void SequenceSound::SetTrackModDepth( u32 trackBitFlag, f32 depth ) in SetTrackModDepth() argument
573 command->value = depth; in SetTrackModDepth()
Dsnd_MidiSequencePlayer.cpp207 param.lfoParam.depth = value / 128.0f; in HandleControlChangeMessage()
/NW4C-2.0.3/include/nw/snd/
Dsnd_SequenceTrack.h187 void SetModDepth( float depth ) { m_ParserTrackParam.lfoParam.depth = depth; } in SetModDepth() argument
Dsnd_CurveLfo.h33 f32 depth; member
Dsnd_SequenceSound.h147 void SetTrackModDepth( u32 trackBitFlag, f32 depth );
Dsnd_SequenceSoundPlayer.h220 void SetTrackModDepth( u32 trackBitFlag, float depth );
/NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/Common/
Dworkspace.mel25 workspace -rt "depth" "renderData/depth";
/NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/ToyPierrot/
Dworkspace.mel18 workspace -fr "depth" "renderData/depth";
/NW4C-2.0.3/include/nw/font/
Dfont_RectDrawerCommand.h67 u8 depth; //!< デプスバッファのフォーマット(PICA_DATA_DEPTH*) member
180 / ((1 << ((cbSz).depth == PICA_DATA_DEPTH_COMPONENT16 ? 16: 24)) - 1) ), \
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_Fog.cpp326 f32 depth = -(f32)i / (f32)( HALF_TABLE_SIZE ); in SetupFogSampler() local
327 viewPos.w = inverseProjectionMatrix.f._32 * depth + inverseProjectionMatrix.f._33; in SetupFogSampler()
328 … viewPos.z = -(inverseProjectionMatrix.f._22 * depth + inverseProjectionMatrix.f._23) / viewPos.w; in SetupFogSampler()
Dgfx_RenderContext.cpp272 f32 depth in ClearBuffer() argument
283 glClearDepthf(depth); in ClearBuffer()
290 fbo.ClearBuffer( mask, color, depth, 0 ); in ClearBuffer()
/NW4C-2.0.3/documents/CreativeStudio/html/assets/
Dtreeview-min.js8 …get.Node.prototype={index:0,children:null,tree:null,data:null,parent:null,depth:-1,expanded:false,… property in YAHOO.widget.Node
9 …:function(E){if(!E){return false;}this.tree=E.tree;this.parent=E;this.depth=E.depth+1;this.tree.re…
10depth||E<0){return null;}var D=this.parent;while(D.depth>E){D=D.parent;}return D;},getDepthStyle:f…
Dtreeview-skin.css111 /* the style for the empty cells that are used for rendering the depth
/NW4C-2.0.3/tools/DccPlugin/Maya/scripts/
DNW4C_ExpDialog.mel1543 int $depth = tokenize($xform, "|", $buf);
1544 if ($depth < $depthMin)
1547 $depthMin = $depth;
2962 proc int IsXformNodeAnimated(string $xform, int $depth)
2968 // check search depth
2969 //print ("ixna: " + $xform + ", " + $depth + "\n");
2970 if ($depth >= 3)
3004 if (IsXformNodeAnimated($inNode, $depth + 1))
3031 if (IsXformNodeAnimated($n, $depth + 1))
3058 if (IsXformNodeAnimated($inNode, $depth + 1))
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2010/Scripts/Startup/
DNW4C_node.ms.inc502 local depth = 0
506 depth += 1
510 append seqnodes #(depth, n)
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2009/Scripts/Startup/
DNW4C_node.ms.inc502 local depth = 0
506 depth += 1
510 append seqnodes #(depth, n)
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2010/Scripts/Startup/
DNW4C_node.ms.inc502 local depth = 0
506 depth += 1
510 append seqnodes #(depth, n)
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2011/Scripts/Startup/
DNW4C_node.ms.inc502 local depth = 0
506 depth += 1
510 append seqnodes #(depth, n)
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2009/Scripts/Startup/
DNW4C_node.ms.inc502 local depth = 0
506 depth += 1
510 append seqnodes #(depth, n)
/NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2011/Scripts/Startup/
DNW4C_node.ms.inc502 local depth = 0
506 depth += 1
510 append seqnodes #(depth, n)

12