/external/mesa3d/src/pixelflinger2/ |
H A D | pixelflinger2.cpp | 32 static void DepthRangef(GGLInterface * iface, GLclampf zNear, GLclampf zFar) argument 35 ctx->viewport.n = VectorComp_t_CTR((zNear + zFar) / 2); 36 ctx->viewport.f = VectorComp_t_CTR((zFar - zNear) / 2);
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/external/mesa3d/test/ |
H A D | m_matrix.c | 1067 GLfloat zNear, GLfloat zFar) 1076 _math_matrix_frustum(mat, xmin, xmax, ymin, ymax, zNear, zFar); 1235 GLfloat zNear, GLfloat zFar, GLfloat depthMax) 1241 m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F); 1242 m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear); 1066 _math_matrix_perspective(GLmatrix * mat, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) argument 1234 _math_matrix_viewport(GLmatrix *m, GLint x, GLint y, GLint width, GLint height, GLfloat zNear, GLfloat zFar, GLfloat depthMax) argument
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/external/replicaisland/src/com/replica/replicaisland/ |
H A D | GLErrorLogger.java | 195 public void glDepthRangef(float zNear, float zFar) { argument 196 ((GL10)mGL).glDepthRangef(zNear, zFar); 200 public void glDepthRangex(int zNear, int zFar) { argument 201 ((GL10)mGL).glDepthRangex(zNear, zFar); 281 float top, float zNear, float zFar) { 283 top, zNear, zFar); 288 int zNear, int zFar) { 290 zNear, zFar); 511 float zNear, float zFar) { 513 zNear, zFar); 280 glFrustumf(float left, float right, float bottom, float top, float zNear, float zFar) argument 287 glFrustumx(int left, int right, int bottom, int top, int zNear, int zFar) argument 510 glOrthof(float left, float right, float bottom, float top, float zNear, float zFar) argument 517 glOrthox(int left, int right, int bottom, int top, int zNear, int zFar) argument [all...] |
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
H A D | Context.h | 193 float zFar; member in struct:gl::State 251 void setDepthRange(float zNear, float zFar);
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H A D | libGLESv2.cpp | 1598 void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar) argument 1600 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar); 1608 context->setDepthRange(zNear, zFar);
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H A D | Context.cpp | 94 mState.zFar = 1.0f; 414 void Context::setDepthRange(float zNear, float zFar) argument 417 mState.zFar = zFar; 1153 params[1] = mState.zFar; 1637 float zFar = clamp01(mState.zFar); local 1655 viewport.MaxZ = zFar; 1701 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2. [all...] |
/external/webkit/Source/WebCore/platform/graphics/opengl/ |
H A D | GraphicsContext3DOpenGL.cpp | 587 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) argument 590 ::glDepthRange(zNear, zFar);
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/external/webkit/Source/WebCore/html/canvas/ |
H A D | WebGLRenderingContext.cpp | 1297 void WebGLRenderingContext::depthRange(GC3Dfloat zNear, GC3Dfloat zFar) argument 1301 if (zNear > zFar) { 1305 m_context->depthRange(zNear, zFar);
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/external/webkit/Source/WebCore/platform/graphics/qt/ |
H A D | GraphicsContext3DQt.cpp | 861 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) argument 865 glDepthRangef(zNear, zFar); 867 glDepthRange(zNear, zFar);
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