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    Searched refs:mvui (Results 1 - 3 of 3) sorted by null

  /frameworks/native/opengl/libagl/
light.cpp 225 c->transforms.mvui.point4(&c->transforms.mvui,
234 c->transforms.mvui.point3(&c->transforms.mvui,
360 c->transforms.mvui.point3(&c->transforms.mvui, &n, &n);
364 // GL_NORMALIZE. We could optimize this by scaling mvui
544 ogles_validate_transform(c, transform_state_t::MVUI);
545 transform_t& mvui = c->transforms.mvui; local
    [all...]
matrix.cpp 76 transform_state_t::MVUI |
82 c->transforms.mvui.loadIdentity();
146 // Validate the mvui (for normal transformation)
147 if (dirty & transform_state_t::MVUI) {
498 case GL_MODELVIEW: dirty |= MODELVIEW | MVP | MVUI | MVIT; break;
617 GLfixed* const x = mvui.matrix.m;
629 mvui.picker();
context.h 486 MVUI = 0x10,
504 mvui_transform_t mvui; member in struct:android::gl::transform_state_t

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