/external/swiftshader/src/OpenGL/common/ |
MatrixStack.hpp | 43 void frustum(float left, float right, float bottom, float top, float zNear, float zFar);
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MatrixStack.cpp | 124 void MatrixStack::frustum(float left, float right, float bottom, float top, float zNear, float zFar) function in class:sw::MatrixStack 138 Matrix frustum(2 * n / (r - l), 0, A, 0, 143 stack[this->top] *= frustum;
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/external/skia/gm/ |
lightingshader.cpp | 26 SkBitmap frustum; local 27 frustum.allocN32Pixels(texSize, texSize); 29 sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize)); 30 return frustum;
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lightingshader2.cpp | 17 SkBitmap frustum; local 18 frustum.allocN32Pixels(texSize, texSize); 20 sk_tool_utils::create_frustum_normal_map(&frustum, SkIRect::MakeWH(texSize, texSize)); 21 return frustum;
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/external/vulkan-validation-layers/libs/glm/gtc/ |
matrix_transform.hpp | 157 /// Creates a frustum matrix. 168 GLM_FUNC_DECL detail::tmat4x4<T, P> frustum( 176 /// Creates a matrix for a symetric perspective-view frustum. 208 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite. 219 /// Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping. 282 /// @see - frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal) frustum(T const & left, T const & right, T const & bottom, T const & top, T const & nearVal, T const & farVal)
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/frameworks/native/libs/math/include/math/ |
mat4.h | 279 static CONSTEXPR TMat44 frustum(T left, T right, T bottom, T top, T near, T far); 459 CONSTEXPR TMat44<T> TMat44<T>::frustum(T left, T right, T bottom, T top, T near, T far) { 484 return frustum(-w, w, -h, h, near, far);
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/frameworks/rs/script_api/ |
rs_matrix.spec | 58 summary: Compute frustum planes 60 Computes 6 frustum planes from the view projection matrix 133 summary: Checks if a sphere is within the frustum planes 135 Returns true if the sphere is within the 6 frustum planes. 262 summary: Load a frustum projection matrix 264 Constructs a frustum projection matrix, transforming the box identified by
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/frameworks/base/core/jni/android/opengl/ |
util.cpp | 395 // Return true if the sphere intersects or is inside the frustum 468 float frustum[6*4]; local 485 computeFrustum(mvp.mData, frustum); 493 if (sphereHitsFrustum(frustum, pSphere)) {
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/external/swiftshader/src/OpenGL/libGLES_CM/ |
Context.h | 529 void frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
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Context.cpp | 3274 void Context::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) function in class:es1::Context [all...] |
libGLES_CM.cpp | [all...] |
/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) method in class:J3DIMatrix4 675 this.frustum(left, right, bottom, top, zNear, zFar); [all...] |
/external/swiftshader/src/OpenGL/libGL/ |
Context.h | 694 void frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar);
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Context.cpp | 3136 void Context::frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar) function in class:gl::Context [all...] |
libGL.cpp | [all...] |