| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_RenderElement.h | 117 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 …]
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| D | gfx_RenderQueue.h | 175 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 …]
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| D | gfx_RenderContext.h | 261 void ClearBuffer(GLbitfield mask, const nw::ut::FloatColor& color, f32 depth);
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| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_CurveLfo.cpp | 42 depth = 0.0f; in Initialize() 103 if ( m_Param.depth == 0.0f ) return 0.0f; in GetValue() 107 value *= m_Param.depth; in GetValue()
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| D | snd_SequenceSoundPlayer.cpp | 547 void SequenceSoundPlayer::SetTrackModDepth( u32 trackBitFlag, float depth ) in SetTrackModDepth() argument 549 SetTrackParam( trackBitFlag, &SequenceTrack::SetModDepth, depth ); in SetTrackModDepth()
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| D | snd_SequenceSound.cpp | 565 void SequenceSound::SetTrackModDepth( u32 trackBitFlag, f32 depth ) in SetTrackModDepth() argument 573 command->value = depth; in SetTrackModDepth()
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| D | snd_MidiSequencePlayer.cpp | 207 param.lfoParam.depth = value / 128.0f; in HandleControlChangeMessage()
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| /NW4C-2.0.3/include/nw/snd/ |
| D | snd_SequenceTrack.h | 187 void SetModDepth( float depth ) { m_ParserTrackParam.lfoParam.depth = depth; } in SetModDepth() argument
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| D | snd_CurveLfo.h | 33 f32 depth; member
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| D | snd_SequenceSound.h | 147 void SetTrackModDepth( u32 trackBitFlag, f32 depth );
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| D | snd_SequenceSoundPlayer.h | 220 void SetTrackModDepth( u32 trackBitFlag, float depth );
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| /NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/Common/ |
| D | workspace.mel | 25 workspace -rt "depth" "renderData/depth";
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| /NW4C-2.0.3/SampleData/Graphics/DccPlugin/Maya/ToyPierrot/ |
| D | workspace.mel | 18 workspace -fr "depth" "renderData/depth";
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| /NW4C-2.0.3/include/nw/font/ |
| D | font_RectDrawerCommand.h | 67 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) ), \
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| /NW4C-2.0.3/sources/libraries/gfx/ |
| D | gfx_Fog.cpp | 326 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()
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| D | gfx_RenderContext.cpp | 272 f32 depth in ClearBuffer() argument 283 glClearDepthf(depth); in ClearBuffer() 290 fbo.ClearBuffer( mask, color, depth, 0 ); in ClearBuffer()
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| /NW4C-2.0.3/documents/CreativeStudio/html/assets/ |
| D | treeview-min.js | 8 …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… 10 …depth||E<0){return null;}var D=this.parent;while(D.depth>E){D=D.parent;}return D;},getDepthStyle:f…
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| D | treeview-skin.css | 111 /* the style for the empty cells that are used for rendering the depth
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| /NW4C-2.0.3/tools/DccPlugin/Maya/scripts/ |
| D | NW4C_ExpDialog.mel | 1543 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))
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| /NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2010/Scripts/Startup/ |
| D | NW4C_node.ms.inc | 502 local depth = 0 506 depth += 1 510 append seqnodes #(depth, n)
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| /NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2009/Scripts/Startup/ |
| D | NW4C_node.ms.inc | 502 local depth = 0 506 depth += 1 510 append seqnodes #(depth, n)
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| /NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2010/Scripts/Startup/ |
| D | NW4C_node.ms.inc | 502 local depth = 0 506 depth += 1 510 append seqnodes #(depth, n)
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| /NW4C-2.0.3/tools/DccPlugin/3dsMax/x86/2011/Scripts/Startup/ |
| D | NW4C_node.ms.inc | 502 local depth = 0 506 depth += 1 510 append seqnodes #(depth, n)
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| /NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2009/Scripts/Startup/ |
| D | NW4C_node.ms.inc | 502 local depth = 0 506 depth += 1 510 append seqnodes #(depth, n)
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| /NW4C-2.0.3/tools/DccPlugin/3dsMax/x64/2011/Scripts/Startup/ |
| D | NW4C_node.ms.inc | 502 local depth = 0 506 depth += 1 510 append seqnodes #(depth, n)
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