/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];
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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);
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d_edge.c | 279 VectorCopy (base_vup, vup); 326 VectorCopy (base_vup, vup);
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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);
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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];
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d_iface.h | 98 vec3_t vup, vright, vpn; // in worldspace member in struct:__anon14129
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glquake2.h | 144 extern vec3_t vup;
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r_shared.h | 57 extern vec3_t vup, base_vup;
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render.h | 105 extern vec3_t r_origin, vpn, vright, vup;
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r_part.c | 482 VectorScale (vup, 1.5, up); 488 VectorScale (vup, yscaleshrink, r_pup);
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glquake.h | 190 extern vec3_t vup;
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/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];
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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);
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d_edge.cpp | 274 VectorCopy (base_vup, vup);
322 VectorCopy (base_vup, vup);
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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];
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d_iface.h | 99 vec3_t vup, vright, vpn; // in worldspace
member in struct:__anon14412
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r_shared.h | 60 extern vec3_t vup, base_vup;
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render.h | 111 extern vec3_t r_origin, vpn, vright, vup;
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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;
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/hardware/libhardware/include/hardware/ |
bt_hh.h | 150 /** Virtual UnPlug (VUP) the specified HID device */
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