Lines Matching defs:light
107 /* state[1] is the light number */
109 /* state[2] is the light attribute */
195 unsigned light = first_light + i;
207 (&ctx->Light.LightSource[light].Ambient[0])[offset] *
221 unsigned light = first_light + i;
233 (&ctx->Light.LightSource[light].Ambient[0])[offset] *
247 unsigned light = first_light + i;
259 (&ctx->Light.LightSource[light].Ambient[0])[offset] *
640 /* here, state[1] is the light number */
694 * light.EyePosition.w should be 0 for infinite lights.
964 append(dst, "light");
967 append(dst, "light.array");
970 append(dst, "light.attenuation");
1169 append(dst, "light.position");
1172 append(dst, "light.position.array");
1175 append(dst, "light.position.normalized");
1178 append(dst, "light.position.normalized.array");
1240 append_index(str, state[1], true); /* light number [i]. */
1254 append_index(str, state[1], false); /* light number [i] */
1484 /* Search for light attributes that are adjacent in memory. */
1487 /* Consecutive attributes of the same light: */
1510 list->Parameters[first_param].StateIndexes[1] * /* light index */
1530 /* We were not able to convert light attributes to STATE_LIGHT_ARRAY.
1531 * Another occuring pattern is light attentuation vectors placed back
1537 /* Consecutive light: */
1554 /* Keep the light index the same. */
1629 /* Find all attributes for one light. */
1635 /* Consecutive light indices: */
1642 /* Equal light indices: */
1681 /* Consecutive light: */
1698 /* Keep the light index the same. */