Searched defs:depth (Results 1 – 10 of 10) sorted by relevance
| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_RenderQueue.h | 175 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()
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| D | gfx_RenderElement.h | 256 void SetDepth(float depth, u32 shift) in SetDepth() 440 float depth, in CreateRenderKey() 536 float depth, in CreateRenderKey() 633 float depth, in CreateRenderKey()
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| /NW4C-2.0.3/include/nw/snd/ |
| D | snd_CurveLfo.h | 33 f32 depth; member
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| D | snd_SequenceTrack.h | 187 void SetModDepth( float depth ) { m_ParserTrackParam.lfoParam.depth = depth; } in SetModDepth()
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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
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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
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| D | gfx_RenderContext.cpp | 272 f32 depth in ClearBuffer()
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| /NW4C-2.0.3/sources/libraries/snd/ |
| D | snd_SequenceSound.cpp | 565 void SequenceSound::SetTrackModDepth( u32 trackBitFlag, f32 depth ) in SetTrackModDepth()
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| D | snd_SequenceSoundPlayer.cpp | 547 void SequenceSoundPlayer::SetTrackModDepth( u32 trackBitFlag, float depth ) in SetTrackModDepth()
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| /NW4C-2.0.3/documents/CreativeStudio/html/assets/ |
| D | treeview-min.js | 8 …ren.length||null)&&J.children[0];}}while(J&&!J._canHaveFocus);if(J){J.focus();}B.preventDefault(L)…
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