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276 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
280 m[10]= -2.f / (far - near);
283 m[14]= -(far + near) / (far - near);
286 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far) {
288 m[0] = 2.f * near / (right - left);
289 m[5] = 2.f * near / (top - bottom);
292 m[10]= -(far + near) / (far - near);
294 m[14]= -2.f * far * near / (far - near);
298 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) {
299 float top = near * tan((float) (fovy * M_PI / 360.0f));
303 loadFrustum(left, right, bottom, top, near, far);