/external/quake/quake/src/QW/client/ |
gl_rmain.c | 34 mplane_t frustum[4]; variable 116 if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) 842 VectorAdd (vpn, vright, frustum[0].normal); 843 VectorSubtract (vpn, vright, frustum[1].normal); 845 VectorAdd (vpn, vup, frustum[2].normal); 846 VectorSubtract (vpn, vup, frustum[3].normal); 852 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); 854 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); 856 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); 858 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ) [all...] |
/frameworks/base/core/jni/android/opengl/ |
util.cpp | 323 // Return true if the sphere intersects or is inside the frustum 396 float frustum[6*4]; local 413 computeFrustum(mvp.mData, frustum); 421 if (sphereHitsFrustum(frustum, pSphere)) {
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/external/quake/quake/src/WinQuake/ |
gl_rmain.cpp | 34 mplane_t frustum[4]; variable 116 if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) 940 VectorAdd (vpn, vright, frustum[0].normal); 941 VectorSubtract (vpn, vright, frustum[1].normal); 943 VectorAdd (vpn, vup, frustum[2].normal); 944 VectorSubtract (vpn, vup, frustum[3].normal); 949 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); 951 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); 953 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); 955 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ) [all...] |