Lines Matching defs:depth
176 float depth;
179 RenderCommand (void) : depth(0.0f) {}
212 // \note Not using depth 1.0 since clearing with 1.0 and rendering with 1.0 may not be same value.
220 command.depth = getRandomDepth(rnd);
282 static void renderQuad (sglr::Context& ctx, const glu::VertexArrayPointer& posPtr, const Quad& quad, const float depth)
296 setVertex(posPtr, 0, Vec4(pA.x(), pA.y(), depth, 1.0f));
297 setVertex(posPtr, 1, Vec4(pB.x(), pA.y(), depth, 1.0f));
298 setVertex(posPtr, 2, Vec4(pA.x(), pB.y(), depth, 1.0f));
299 setVertex(posPtr, 3, Vec4(pB.x(), pB.y(), depth, 1.0f));
308 renderQuad(ctx, posPtr, cmd.quad, cmd.depth);
522 // Workaround for inaccurate barycentric/depth computation in current reference renderer:
523 // Small bias is added to the draw call depths, in increasing order, to avoid accuracy issues in depth comparison.
525 renderCmds[cmdNdx].depth += 0.0231725f * float(cmdNdx);