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  /external/jmonkeyengine/engine/src/core/com/jme3/shadow/
PssmShadowUtil.java 57 public static void updateFrustumSplits(float[] splits, float near, float far, float lambda) {
60 float log = near * FastMath.pow((far / near), IDM);
61 float uniform = near + (far - near) * IDM;
65 // This is used to improve the correctness of the calculations. Our main near- and farplane
67 splits[0] = near;
  /external/e2fsprogs/util/
gcc-wall-cleanup 20 /warning: (near initialization for/d
  /frameworks/rs/scriptc/
rs_math.rsh 98 * @param near plane
105 float4 *near, float4 *far) {
127 near->x = viewProj->m[3] + viewProj->m[2];
128 near->y = viewProj->m[7] + viewProj->m[6];
129 near->z = viewProj->m[11] + viewProj->m[10];
130 near->w = viewProj->m[15] + viewProj->m[14];
145 len = length(near->xyz);
146 *near /= len;
158 * @param near plane
165 float4 *near, float4 *far)
    [all...]
rs_matrix.rsh 239 * @param near
243 rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
253 * @param near
257 rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
265 * @param near
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
  /frameworks/support/renderscript/v8/rs_support/scriptc/
rs_math.rsh 98 * @param near plane
105 float4 *near, float4 *far) {
127 near->x = viewProj->m[3] + viewProj->m[2];
128 near->y = viewProj->m[7] + viewProj->m[6];
129 near->z = viewProj->m[11] + viewProj->m[10];
130 near->w = viewProj->m[15] + viewProj->m[14];
145 len = length(near->xyz);
146 *near /= len;
158 * @param near plane
165 float4 *near, float4 *far)
    [all...]
rs_matrix.rsh 239 * @param near
243 rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
253 * @param near
257 rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
265 * @param near
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
  /prebuilts/sdk/renderscript/include/
rs_math.rsh 98 * @param near plane
105 float4 *near, float4 *far) {
127 near->x = viewProj->m[3] + viewProj->m[2];
128 near->y = viewProj->m[7] + viewProj->m[6];
129 near->z = viewProj->m[11] + viewProj->m[10];
130 near->w = viewProj->m[15] + viewProj->m[14];
145 len = length(near->xyz);
146 *near /= len;
158 * @param near plane
165 float4 *near, float4 *far)
    [all...]
rs_matrix.rsh 239 * @param near
243 rsMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
253 * @param near
257 rsMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
265 * @param near
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/
MatrixStack.java 43 float near, float far) {
44 Matrix.frustumM(mMatrix, mTop, left, right, bottom, top, near, far);
47 public void glFrustumx(int left, int right, int bottom, int top, int near,
51 fixedToFloat(near), fixedToFloat(far));
103 float near, float far) {
104 Matrix.orthoM(mMatrix, mTop, left, right, bottom, top, near, far);
107 public void glOrthox(int left, int right, int bottom, int top, int near,
111 fixedToFloat(near), fixedToFloat(far));
MatrixTrackingGL.java 192 public void glDepthRangef(float near, float far) {
193 mgl.glDepthRangef(near, far);
196 public void glDepthRangex(int near, int far) {
197 mgl.glDepthRangex(near, far);
261 float near, float far) {
262 mCurrent.glFrustumf(left, right, bottom, top, near, far);
263 mgl.glFrustumf(left, right, bottom, top, near, far);
267 public void glFrustumx(int left, int right, int bottom, int top, int near,
269 mCurrent.glFrustumx(left, right, bottom, top, near, far);
270 mgl.glFrustumx(left, right, bottom, top, near, far)
    [all...]
  /frameworks/rs/
rsMatrix4x4.cpp 272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
276 m[10]= -2.f / (far - near);
279 m[14]= -(far + near) / (far - near);
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far) {
284 m[0] = 2.f * near / (right - left);
285 m[5] = 2.f * near / (top - bottom);
288 m[10]= -(far + near) / (far - near);
290 m[14]= -2.f * far * near / (far - near)
    [all...]
rsMatrix4x4.h 49 void loadPerspective(float fovy, float aspect, float near, float far);
rsRuntime.h 190 float bottom, float top, float near, float far);
192 float bottom, float top, float near, float far);
193 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
  /frameworks/support/renderscript/v8/rs_support/
rsMatrix4x4.cpp 272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
276 m[10]= -2.f / (far - near);
279 m[14]= -(far + near) / (far - near);
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far) {
284 m[0] = 2.f * near / (right - left);
285 m[5] = 2.f * near / (top - bottom);
288 m[10]= -(far + near) / (far - near);
290 m[14]= -2.f * far * near / (far - near)
    [all...]
rsMatrix4x4.h 49 void loadPerspective(float fovy, float aspect, float near, float far);
rsRuntime.h 132 float bottom, float top, float near, float far);
134 float bottom, float top, float near, float far);
135 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Camera.java 41 mData.near = 0.1f;
63 mData.near = n;
  /external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9/
3d-raytrace.js 160 Triangle.prototype.intersect = function(orig, dir, near, far) {
165 if (t < near || t > far)
189 Scene.prototype.intersect = function(origin, dir, near, far) {
193 var d = triangle.intersect(origin, dir, near, far);
194 if (d == null || d > far || d < near)
245 var near = 0.0001;
249 var d = triangle.intersect(O, D, near, far);
250 if (d == null || d > far || d < near)
  /external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/
3d-raytrace.js 160 Triangle.prototype.intersect = function(orig, dir, near, far) {
165 if (t < near || t > far)
189 Scene.prototype.intersect = function(origin, dir, near, far) {
193 var d = triangle.intersect(origin, dir, near, far);
194 if (d == null || d > far || d < near)
245 var near = 0.0001;
249 var d = triangle.intersect(O, D, near, far);
250 if (d == null || d > far || d < near)
  /external/jmonkeyengine/engine/src/core/com/jme3/input/
FlyByCamera.java 277 float near = cam.getFrustumNear(); local
279 float fovY = FastMath.atan(h / near)
283 h = FastMath.tan( fovY * FastMath.DEG_TO_RAD * .5f) * near;
  /frameworks/base/opengl/java/android/opengl/
Matrix.java 259 * @param near
264 float near, float far) {
271 if (near == far) {
272 throw new IllegalArgumentException("near == far");
277 final float r_depth = 1.0f / (far - near);
283 final float tz = -(far + near) * r_depth;
312 * @param near
317 float near, float far) {
324 if (near == far) {
325 throw new IllegalArgumentException("near == far")
    [all...]
GLErrorWrapper.java 231 public void glDepthRangef(float near, float far) {
233 mgl.glDepthRangef(near, far);
237 public void glDepthRangex(int near, int far) {
239 mgl.glDepthRangex(near, far);
334 float near, float far) {
336 mgl.glFrustumf(left, right, bottom, top, near, far);
340 public void glFrustumx(int left, int right, int bottom, int top, int near,
343 mgl.glFrustumx(left, right, bottom, top, near, far);
608 float near, float far) {
610 mgl.glOrthof(left, right, bottom, top, near, far)
    [all...]
  /build/core/
dynamic_binary.mk 12 $(error This file should not be used to build host binaries. Included by (or near) $(lastword $(filter-out config/%,$(MAKEFILE_LIST))))
  /frameworks/base/libs/hwui/
Matrix.h 81 void loadOrtho(float left, float right, float bottom, float top, float near, float far);
  /frameworks/base/graphics/java/android/renderscript/
Matrix4f.java 253 * @param n location of the near clipping plane
269 * values. Left and top clipping planes are set to 0. Near and
287 * @param n location of the near clipping plane, must be positive
308 * @param near near cliping plane, must be positive
311 public void loadPerspective(float fovy, float aspect, float near, float far) {
312 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f));
316 loadFrustum(left, right, bottom, top, near, far);
322 * and (near, far), (bottom, top) mapping to (-1, 1) at z = 0

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