Searched refs:lighting (Results 1 - 5 of 5) sorted by relevance

/frameworks/native/opengl/libagl/
H A Dlight.cpp68 c->lighting.lights[i].ambient.a = 0x10000;
69 c->lighting.lights[i].position.z = 0x10000;
70 c->lighting.lights[i].spotDir.z = -0x10000;
71 c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
72 c->lighting.lights[i].attenuation[0] = 0x10000;
74 init_white(c->lighting.lights[0].diffuse);
75 init_white(c->lighting.lights[0].specular);
77 c->lighting.front.ambient.r =
78 c->lighting.front.ambient.g =
79 c->lighting
[all...]
H A Dprimitives.cpp113 c->lighting.lightVertex(c, v0);
115 c->lighting.lightVertex(c, v1);
117 c->lighting.lightVertex(c, v2);
124 c->lighting.lightVertex(c, v2);
155 c->lighting.lightVertex(c, v);
216 // set up the lighting/shading/smoothing/fogging function
218 index |= c->lighting.enable ? 0x2 : 0;
220 c->lighting.lightTriangle = lightPrimitive[index];
461 // lighting & clamping...
465 if (c->lighting
[all...]
H A Dstate.cpp139 c->lighting.lights[cap-GL_LIGHT0].enable = enabled;
140 c->lighting.enabledLights &= ~(1<<(cap-GL_LIGHT0));
141 c->lighting.enabledLights |= (enabled<<(cap-GL_LIGHT0));
159 c->lighting.enable = enabled;
162 c->lighting.colorMaterial.enable = enabled;
H A Darray.cpp1110 (mode == GL_POINTS) ? GL_FLAT : c->lighting.shadeModel);
1116 if (c->lighting.enable) { // needs normal transforms and eye coords
1170 if (c->lighting.enable) {
H A Dcontext.h123 LIT = 0x4000, // lighting has been applied
277 // lighting
612 lighting_t lighting; member in struct:android::gl::ogles_context_t

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