Searched refs:Falloff (Results 1 - 12 of 12) sorted by relevance

/vbox/src/VBox/Devices/Graphics/shaderlib/wine/include/
H A Dd3d8types.h1082 float Falloff; member in struct:_D3DLIGHT8
H A Dd3d9types.h1384 float Falloff; member in struct:_D3DLIGHT9
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/include/
H A Dd3d8types.h1079 float Falloff; member in struct:_D3DLIGHT8
H A Dd3d9types.h1380 float Falloff; member in struct:_D3DLIGHT9
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/wined3d/
H A Ddevice.c64 0.0f, /* Falloff */
2415 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2461 if (pLight->Falloff == 0) {
2462 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2469 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/include/wine/
H A Dwined3d.idl1602 float Falloff;
H A Dwined3d.h2183 float Falloff; member in struct:_WINED3DLIGHT
/vbox/src/VBox/Devices/Graphics/
H A DDevVGA-SVGA3d-win.cpp5082 light.Falloff = pData->falloff;
/vbox/src/VBox/Devices/Graphics/shaderlib/libWineStub/include/wine/
H A Dwined3d.h2185 float Falloff; member in struct:_WINED3DLIGHT
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/include/wine/
H A Dwined3d.h2186 float Falloff; member in struct:_WINED3DLIGHT
/vbox/src/VBox/Devices/Graphics/shaderlib/wine/vbox/libWineStub/include/wine/
H A Dwined3d.h2185 float Falloff; member in struct:_WINED3DLIGHT
/vbox/src/VBox/Additions/WINNT/Graphics/Wine/vbox/libWineStub/include/wine/
H A Dwined3d.h2185 float Falloff; member in struct:_WINED3DLIGHT

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