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Searched defs:depth (Results 1 – 10 of 10) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_RenderQueue.h175 float depth; in operator() local
227 … float depth = calculateDepth(mesh, camera, IsCalculating(calculateDepth.model, mesh)); in operator() local
287 float depth = (translucencyKind == ResMaterial::TRANSLUCENCY_KIND_OPAQUE) in operator() local
439 float depth, in EnqueueElement()
488 float depth, in EnqueueMesh()
Dgfx_RenderElement.h256 void SetDepth(float depth, u32 shift) in SetDepth()
440 float depth, in CreateRenderKey()
536 float depth, in CreateRenderKey()
633 float depth, in CreateRenderKey()
/NW4C-2.0.3/include/nw/snd/
Dsnd_CurveLfo.h33 f32 depth; member
Dsnd_SequenceTrack.h187 void SetModDepth( float depth ) { m_ParserTrackParam.lfoParam.depth = depth; } in SetModDepth()
/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
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_Fog.cpp326 f32 depth = -(f32)i / (f32)( HALF_TABLE_SIZE ); in SetupFogSampler() local
Dgfx_RenderContext.cpp272 f32 depth in ClearBuffer()
/NW4C-2.0.3/sources/libraries/snd/
Dsnd_SequenceSound.cpp565 void SequenceSound::SetTrackModDepth( u32 trackBitFlag, f32 depth ) in SetTrackModDepth()
Dsnd_SequenceSoundPlayer.cpp547 void SequenceSoundPlayer::SetTrackModDepth( u32 trackBitFlag, float depth ) in SetTrackModDepth()
/NW4C-2.0.3/documents/CreativeStudio/html/assets/
Dtreeview-min.js8 …ren.length||null)&&J.children[0];}}while(J&&!J._canHaveFocus);if(J){J.focus();}B.preventDefault(L)…