Searched refs:lut (Results 1 – 7 of 7) sorted by relevance
145 ResReferenceLookupTable::ForceSetup(ResLookupTable lut) in ForceSetup() argument147 NW_ASSERT(lut.IsValid()); in ForceSetup()148 ref().toTargetLut.set_ptr(lut.ptr()); in ForceSetup()155 ResReferenceLookupTable::ForceSetup(const char* targetName, ResLookupTable lut) in ForceSetup() argument160 this->ForceSetup(lut); in ForceSetup()
146 ResModel::ForceSetupLookupTable(const char* targetName, ResLookupTable lut) in ForceSetupLookupTable() argument148 NW_ASSERT(lut.IsValid()); in ForceSetupLookupTable()157 material.ForceSetupLookupTable(targetName, lut); in ForceSetupLookupTable()
604 ResMaterial::ForceSetupLookupTable(const char* targetName, ResLookupTable lut) in ForceSetupLookupTable() argument606 NW_ASSERT(lut.IsValid()); in ForceSetupLookupTable()612 fragmentShader.ForceSetupLightingLut(targetName, lut); in ForceSetupLookupTable()
171 void ForceSetup(ResLookupTable lut);174 void ForceSetup(const char* targetName, ResLookupTable lut);
200 void ForceSetupLookupTable(const char* targetName, ResLookupTable lut);
1575 void ForceSetupLookupTable(const char* targetName, ResLookupTable lut);
534 ResImageLookupTable lut = resFog.GetFogSampler(); in ActivateFog() local560 GraphicsDevice::ActivateLookupTable(lut, GraphicsDevice::LUT_TARGET_FOG); in ActivateFog()