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Searched refs:lut (Results 1 – 7 of 7) sorted by relevance

/NW4C-2.0.3/sources/libraries/gfx/res/
Dgfx_ResLookupTable.cpp145 ResReferenceLookupTable::ForceSetup(ResLookupTable lut) in ForceSetup() argument
147 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() argument
160 this->ForceSetup(lut); in ForceSetup()
Dgfx_ResModel.cpp146 ResModel::ForceSetupLookupTable(const char* targetName, ResLookupTable lut) in ForceSetupLookupTable() argument
148 NW_ASSERT(lut.IsValid()); in ForceSetupLookupTable()
157 material.ForceSetupLookupTable(targetName, lut); in ForceSetupLookupTable()
Dgfx_ResMaterial.cpp604 ResMaterial::ForceSetupLookupTable(const char* targetName, ResLookupTable lut) in ForceSetupLookupTable() argument
606 NW_ASSERT(lut.IsValid()); in ForceSetupLookupTable()
612 fragmentShader.ForceSetupLightingLut(targetName, lut); in ForceSetupLookupTable()
/NW4C-2.0.3/include/nw/gfx/res/
Dgfx_ResLookupTable.h171 void ForceSetup(ResLookupTable lut);
174 void ForceSetup(const char* targetName, ResLookupTable lut);
Dgfx_ResModel.h200 void ForceSetupLookupTable(const char* targetName, ResLookupTable lut);
Dgfx_ResMaterial.h1575 void ForceSetupLookupTable(const char* targetName, ResLookupTable lut);
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp534 ResImageLookupTable lut = resFog.GetFogSampler(); in ActivateFog() local
560 GraphicsDevice::ActivateLookupTable(lut, GraphicsDevice::LUT_TARGET_FOG); in ActivateFog()