Searched refs:pSphere (Results 1 – 1 of 1) sorted by relevance
296 float* pSphere = sphere.mData; in util_computeBoundingSphere() local300 *pSphere++ = x0 + dx * 0.5f; in util_computeBoundingSphere()301 *pSphere++ = y0 + dy * 0.5f; in util_computeBoundingSphere()302 *pSphere++ = z0 + dz * 0.5f; in util_computeBoundingSphere()303 *pSphere++ = distance(dx, dy, dz) * 0.5f; in util_computeBoundingSphere()325 static bool sphereHitsFrustum(const float* pFrustum, const float* pSphere) { in sphereHitsFrustum() argument326 float x = pSphere[0]; in sphereHitsFrustum()327 float y = pSphere[1]; in sphereHitsFrustum()328 float z = pSphere[2]; in sphereHitsFrustum()329 float negRadius = -pSphere[3]; in sphereHitsFrustum()[all …]