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    Searched defs:frustum (Results 1 - 6 of 6) sorted by null

  /external/skia/gm/
lightingshader.cpp 25 SkBitmap frustum; local
26 frustum.allocN32Pixels(texSize, texSize);
28 sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize));
29 return frustum;
  /external/autotest/client/deps/webgl_mpd/src/resources/
J3DIMath.js 73 void frustum(in float left, in float right, // multiply the matrix by the passed frustum values on the right
638 J3DIMatrix4.prototype.frustum = function(left, right, bottom, top, near, far)
675 this.frustum(left, right, bottom, top, zNear, zFar);
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  /frameworks/native/include/ui/
mat4.h 136 static tmat44 frustum(T left, T right, T bottom, T top, T near, T far);
244 tmat44<T> tmat44<T>::frustum(T left, T right, T bottom, T top, T near, T far) { function in class:android::tmat44
  /external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/
mat4.js 1033 * Generates a frustum matrix with the given bounds
1035 * @param {mat4} out mat4 frustum matrix will be written into
1036 * @param {Number} left Left bound of the frustum
1037 * @param {Number} right Right bound of the frustum
1038 * @param {Number} bottom Bottom bound of the frustum
1039 * @param {Number} top Top bound of the frustum
1040 * @param {Number} near Near bound of the frustum
1041 * @param {Number} far Far bound of the frustum
1044 mat4.frustum = function (out, left, right, bottom, top, near, far) {
1070 * @param {mat4} out mat4 frustum matrix will be written int
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  /external/opencv3/modules/viz/src/
shapes.cpp 856 vtkSmartPointer<vtkPolyData> frustum = CameraPositionUtils::createFrustum(aspect_ratio, fovy, scale); local
858 // Frustum needs to be textured or else it can't be combined with imag
888 vtkSmartPointer<vtkPolyData> frustum = CameraPositionUtils::createFrustum(aspect_ratio, fovy, scale); local
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  /frameworks/base/core/jni/android/opengl/
util.cpp 418 // Return true if the sphere intersects or is inside the frustum
491 float frustum[6*4]; local
508 computeFrustum(mvp.mData, frustum);
516 if (sphereHitsFrustum(frustum, pSphere)) {
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