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  /external/quake/quake/src/QW/client/
r_sprite.c 152 VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->up, up);
154 VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->down, down);
303 // generate the sprite's axes, with vup straight up in worldspace, and
313 dot = tvec[2]; // same as DotProduct (tvec, r_spritedesc.vup) because
314 // r_spritedesc.vup is 0, 0, 1
317 r_spritedesc.vup[0] = 0;
318 r_spritedesc.vup[1] = 0;
319 r_spritedesc.vup[2] = 1;
321 // CrossProduct(r_spritedesc.vup, -modelorg,
329 // CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
    [all...]
math.s 71 fmuls C(vup) // in[0]*vup[0] | in[0]*vright[0]
72 flds (%eax) // in[0] | in[0]*vup[0] | in[0]*vright[0]
73 fmuls C(vpn) // in[0]*vpn[0] | in[0]*vup[0] | in[0]*vright[0]
78 fmuls C(vup)+4 // in[1]*vup[1] | in[1]*vright[1] | ...
79 flds 4(%eax) // in[1] | in[1]*vup[1] | in[1]*vright[1] | ...
80 fmuls C(vpn)+4 // in[1]*vpn[1] | in[1]*vup[1] | in[1]*vright[1] | ...
81 fxch %st(2) // in[1]*vright[1] | in[1]*vup[1] | in[1]*vpn[1] | ...
83 faddp %st(0),%st(5) // in[1]*vup[1] | in[1]*vpn[1] | ..
    [all...]
d_sky.c 48 end[0] = 4096*vpn[0] + wu*vright[0] + wv*vup[0];
49 end[1] = 4096*vpn[1] + wu*vright[1] + wv*vup[1];
50 end[2] = 4096*vpn[2] + wu*vright[2] + wv*vup[2];
r_misc.c 360 v2[0] = v[1]*vright[0] + v[2]*vup[0] + v[0]*vpn[0];
361 v2[1] = v[1]*vright[1] + v[2]*vup[1] + v[0]*vpn[1];
362 v2[2] = v[1]*vright[2] + v[2]*vup[2] + v[0]*vpn[2];
381 out[1] = DotProduct(in,vup);
505 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
575 VectorCopy (vup, base_vup);
d_edge.c 279 VectorCopy (base_vup, vup);
326 VectorCopy (base_vup, vup);
gl_rmain.c 54 vec3_t vup; variable
219 up = vup;
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 );
891 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
mathlib.c 101 vec3_t vr, vup, vf; local
108 CrossProduct( vr, vf, vup );
114 m[0][1] = vup[0];
115 m[1][1] = vup[1];
116 m[2][1] = vup[2];
d_iface.h 98 vec3_t vup, vright, vpn; // in worldspace member in struct:__anon12869
glquake2.h 144 extern vec3_t vup;
r_shared.h 57 extern vec3_t vup, base_vup;
render.h 105 extern vec3_t r_origin, vpn, vright, vup;
r_part.c 482 VectorScale (vup, 1.5, up);
488 VectorScale (vup, yscaleshrink, r_pup);
glquake.h 190 extern vec3_t vup;
  /external/quake/quake/src/WinQuake/
r_sprite.cpp 152 VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->up, up);
154 VectorScale (r_spritedesc.vup, r_spritedesc.pspriteframe->down, down);
303 // generate the sprite's axes, with vup straight up in worldspace, and
313 dot = tvec[2]; // same as DotProduct (tvec, r_spritedesc.vup) because
314 // r_spritedesc.vup is 0, 0, 1
317 r_spritedesc.vup[0] = 0;
318 r_spritedesc.vup[1] = 0;
319 r_spritedesc.vup[2] = 1;
321 // CrossProduct(r_spritedesc.vup, -modelorg,
329 // CrossProduct (r_spritedesc.vright, r_spritedesc.vup,
    [all...]
math.s 72 fmuls C(vup) // in[0]*vup[0] | in[0]*vright[0]
73 flds (%eax) // in[0] | in[0]*vup[0] | in[0]*vright[0]
74 fmuls C(vpn) // in[0]*vpn[0] | in[0]*vup[0] | in[0]*vright[0]
79 fmuls C(vup)+4 // in[1]*vup[1] | in[1]*vright[1] | ...
80 flds 4(%eax) // in[1] | in[1]*vup[1] | in[1]*vright[1] | ...
81 fmuls C(vpn)+4 // in[1]*vpn[1] | in[1]*vup[1] | in[1]*vright[1] | ...
82 fxch %st(2) // in[1]*vright[1] | in[1]*vup[1] | in[1]*vpn[1] | ...
84 faddp %st(0),%st(5) // in[1]*vup[1] | in[1]*vpn[1] | ..
    [all...]
d_sky.cpp 48 end[0] = 4096*vpn[0] + wu*vright[0] + wv*vup[0];
49 end[1] = 4096*vpn[1] + wu*vright[1] + wv*vup[1];
50 end[2] = 4096*vpn[2] + wu*vright[2] + wv*vup[2];
r_misc.cpp 284 v2[0] = v[1]*vright[0] + v[2]*vup[0] + v[0]*vpn[0];
285 v2[1] = v[1]*vright[1] + v[2]*vup[1] + v[0]*vpn[1];
286 v2[2] = v[1]*vright[2] + v[2]*vup[2] + v[0]*vpn[2];
305 out[1] = DotProduct(in,vup);
432 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
502 VectorCopy (vup, base_vup);
d_edge.cpp 274 VectorCopy (base_vup, vup);
322 VectorCopy (base_vup, vup);
mathlib.cpp 101 vec3_t vr, vup, vf; local
108 CrossProduct( vr, vf, vup );
114 m[0][1] = vup[0];
115 m[1][1] = vup[1];
116 m[2][1] = vup[2];
d_iface.h 99 vec3_t vup, vright, vpn; // in worldspace member in struct:__anon13152
r_shared.h 60 extern vec3_t vup, base_vup;
render.h 111 extern vec3_t r_origin, vpn, vright, vup;
gl_rmain.cpp 54 vec3_t vup; variable
218 up = vup;
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 );
990 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
    [all...]
gl_rlight.cpp 115 + vup[j]*sin(a)*rad;
135 + vup[j]*sin(a)*rad;
  /hardware/libhardware/include/hardware/
bt_hh.h 150 /** Virtual UnPlug (VUP) the specified HID device */

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