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Searched refs:farZ (Results 1 – 6 of 6) sorted by relevance

/external/libkmsxx/kmscube/
DesTransform.cpp126 …rustum(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ) in esFrustum() argument
130 float deltaZ = farZ - nearZ; in esFrustum()
133 if ((nearZ <= 0.0f) || (farZ <= 0.0f) || in esFrustum()
145 frust.m[2][2] = -(nearZ + farZ) / deltaZ; in esFrustum()
148 frust.m[3][2] = -2.0f * nearZ * farZ / deltaZ; in esFrustum()
154 void esPerspective(ESMatrix* result, float fovy, float aspect, float nearZ, float farZ) in esPerspective() argument
161 esFrustum(result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ); in esPerspective()
164 …sOrtho(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ) in esOrtho() argument
168 float deltaZ = farZ - nearZ; in esOrtho()
180 ortho.m[3][2] = -(nearZ + farZ) / deltaZ; in esOrtho()
DesTransform.h87 …ustum(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ);
97 void esPerspective(ESMatrix* result, float fovy, float aspect, float nearZ, float farZ);
106 …Ortho(ESMatrix* result, float left, float right, float bottom, float top, float nearZ, float farZ);
/external/autotest/client/site_tests/graphics_SanAngeles/src/
Dmatrixop.h42 float nearZ, float farZ);
Dmatrixop.c168 float nearZ, float farZ) in Matrix4x4_Perspective() argument
175 -frustumH, frustumH, nearZ, farZ); in Matrix4x4_Perspective()
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DFramebuffer9.cpp68 float farZ = glState.getFarPlane(); in clearImpl() local
69 mRenderer->setViewport(glState.getViewport(), nearZ, farZ, gl::PrimitiveMode::Triangles, in clearImpl()
/external/angle/util/
DMatrix.cpp116 Matrix4 Matrix4::perspective(float fovY, float aspectRatio, float nearZ, float farZ) in perspective() argument
120 return frustum(-frustumWidth, frustumWidth, -frustumHeight, frustumHeight, nearZ, farZ); in perspective()