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    Searched refs:frustum (Results 1 - 11 of 11) sorted by null

  /external/jmonkeyengine/engine/src/test/jme3test/light/
TestShadow.java 55 WireFrustum frustum; field in class:TestShadow
101 frustum = new WireFrustum(bsr.getPoints());
102 frustumMdl = new Geometry("f", frustum);
116 frustum.update(points);
  /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...]
glquake2.h 137 extern mplane_t frustum[4];
glquake.h 183 extern mplane_t frustum[4];
  /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...]
glquake.h 173 extern mplane_t frustum[4];
  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestBloom.java 59 WireFrustum frustum; field in class:TestBloom
TestCrossHatch.java 59 WireFrustum frustum; field in class:TestCrossHatch
TestPosterization.java 59 WireFrustum frustum; field in class:TestPosterization
  /external/jmonkeyengine/engine/src/core/com/jme3/shadow/
PssmShadowRenderer.java 59 * It splits the view frustum in several parts and compute a shadow map for each
277 WireFrustum frustum = new WireFrustum(pts); local
278 Geometry frustumMdl = new Geometry("f", frustum);
350 //We prevent computing the frustum points and splits with zeroed or negative near clip value
381 // update frustum points based on current camera and split
491 * default value is dynamicaly computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
  /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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