HomeSort by relevance Sort by last modified time
    Searched refs:frustum (Results 1 - 14 of 14) sorted by null

  /external/swiftshader/src/OpenGL/common/
MatrixStack.hpp 43 void frustum(float left, float right, float bottom, float top, float zNear, float zFar);
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;
  /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)
  /prebuilts/ndk/r16/sources/third_party/vulkan/src/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)
  /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);
  /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
  /frameworks/base/core/jni/android/opengl/
util.cpp 397 // Return true if the sphere intersects or is inside the frustum
470 float frustum[6*4]; local
487 computeFrustum(mvp.mData, frustum);
495 if (sphereHitsFrustum(frustum, pSphere)) {
    [all...]
  /external/swiftshader/src/OpenGL/libGLES_CM/
Context.h 527 void frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
Context.cpp 3291 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);
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...]

Completed in 455 milliseconds