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  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_context.h 281 /* EYE
322 struct radeon_state_atom eye; /* eye pos */ member in struct:r100_hw_state
  /art/test/079-phantom/src/
Bitmap.java 113 * Keep an eye on the native data.
  /external/antlr/antlr-3.4/runtime/C/include/
antlr3parser.h 57 * for the generated code so it is easier on the eye (though not the debugger ;-).
  /external/autotest/client/site_tests/graphics_SanAngeles/src/
cams.h 42 unsigned char dist; // if >0, cam rotates around eye xy on dist * 0.1
  /external/mesa3d/src/mesa/tnl/
t_vb_points.c 45 * Compute point size for each vertex from the vertex eye-space Z
  /external/neven/FaceRecEm/common/src/b_FDSDK/
FaceFinder.h 77 /** sets eye distance range */
  /external/skia/include/utils/
SkCamera.h 109 SkPoint3D fObserver; // eye position (may not be the same as the origin)
  /external/skia/site/dev/contrib/
c++11.md 32 so we cannot rely on that. Our bots disable this too, so keep an eye on TSAN.
  /external/skia/src/effects/
SkEmbossMask.cpp 88 // hilite = R * Eye(0, 0, 1)
  /external/vulkan-validation-layers/libs/glm/gtc/
matrix_transform.hpp 39 /// space into the specific eye space that the projective matrix functions
41 /// specifications defines the particular layout of this eye space.
278 /// @param eye Position of the camera
285 detail::tvec3<T, P> const & eye,
  /frameworks/base/media/mca/effect/java/android/media/effect/
package.html 4 videos. For example, you can easily fix red-eye, convert an image to grayscale,
  /frameworks/native/opengl/libagl/
vertex.cpp 112 // compute eye coordinates
114 &c->transforms.modelview.transform, &v->eye, &v->obj);
115 v->flags |= vertex_t::EYE;
124 GLfixed d = dot4(c->clipPlanes.plane[i].equation.v, v->eye.v);
primitives.cpp 136 v->fog = c->fog.fog(c, v->eye.z);
147 v->fog = c->fog.fog(c, v->eye.z);
154 v->fog = c->fog.fog(c, v->eye.z);
474 v->fog = c->fog.fog(c, v->eye.z);
882 // User clip-planes first, the clipping is always done in eye-coordinate
885 // and the fact that we need to compute the eye-coordinates of each
902 GLfixed sd = dot4(equation.v, s->eye.v);
906 const GLfixed pd = dot4(equation.v, p->eye.v);
    [all...]
  /frameworks/native/opengl/tests/angeles/
cams.h 42 unsigned char dist; // if >0, cam rotates around eye xy on dist * 0.1
  /packages/services/Car/evs/app/
RenderTopView.cpp 75 android::vec3 eye = android::vec3(cam.position[X], cam.position[Y], cam.position[Z]); local
87 Result[3][0] =-dot(vRt, eye);
88 Result[3][1] =-dot(vUp, eye);
89 Result[3][2] = dot(vAt, eye);
  /device/google/marlin/camera/QCamera2/HAL/tsMakeuplib/include/
ts_detectface_engine.h 91 * @param[out] leftEye : The left eye rect.
92 * @param[out] rightEye : The right eye rect.
  /hardware/qcom/camera/msm8998/QCamera2/HAL/tsMakeuplib/include/
ts_detectface_engine.h 91 * @param[out] leftEye : The left eye rect.
92 * @param[out] rightEye : The right eye rect.
  /toolchain/binutils/binutils-2.25/include/coff/
sym.h 2 Originally contributed by MIPS Computer Systems and Third Eye Software.
20 /* (C) Copyright 1984 by Third Eye Software, Inc.
22 * Third Eye Software, Inc. grants reproduction and use rights to
25 * Third Eye makes no claims about the applicability of this
30 * This file contains the definition of the Third Eye Symbol Table.
39 * A brief word about Third Eye naming/use conventions:
  /external/mesa3d/src/mesa/main/
ffvertex_prog.c 766 struct ureg eye = get_eye_position(p); local
768 emit_normalize_vec3(p, p->eye_position_normalized, eye);
794 /* Transform to eye space:
807 /* This is already adjusted for eye/non-eye rendering:
1019 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1447 struct ureg eye = get_eye_position(p); local
1520 struct ureg eye = get_eye_position_z(p); local
    [all...]
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_state_init.c 715 ALLOC_STATE( eye, tcl_lighting_add4, EYE_STATE_SIZE, "EYE/eye-vector", 0 );
    [all...]
  /external/mesa3d/docs/
conform.html 179 Specular Local Eye Half Angle test passed.
292 Specular Local Eye Half Angle test passed.
405 Specular Local Eye Half Angle test passed.
518 Specular Local Eye Half Angle test passed.
631 Specular Local Eye Half Angle test passed.
  /external/vulkan-validation-layers/demos/
linmath.h 389 static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) {
397 vec3_sub(f, center, eye);
427 mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
  /frameworks/native/libs/math/include/math/
mat4.h 288 static CONSTEXPR TMat44 lookAt(const TVec3<A>& eye, const TVec3<B>& center, const TVec3<C>& up);
489 * local Y-up coordinate system. "eye" is where the camera is located, "center" is the points its
494 CONSTEXPR TMat44<T> TMat44<T>::lookAt(const TVec3<A>& eye, const TVec3<B>& center, const TVec3<C>& up) {
495 TVec3<T> z_axis(normalize(center - eye));
507 TVec4<T>(eye, 1));
  /developers/build/prebuilts/gradle/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/watchface/
OpenGLWatchFaceService.java 205 // Set the camera position (View matrix). When active, move the eye around to show
212 eyeX, eyeY, EYE_Z, // eye
219 0, 0, EYE_Z, // eye
  /developers/samples/android/wearable/wear/WatchFace/Wearable/src/main/java/com/example/android/wearable/watchface/watchface/
OpenGLWatchFaceService.java 205 // Set the camera position (View matrix). When active, move the eye around to show
212 eyeX, eyeY, EYE_Z, // eye
219 0, 0, EYE_Z, // eye

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