Searched refs:frustum (Results 1 - 10 of 10) sorted by relevance
/external/jmonkeyengine/engine/src/test/jme3test/light/ |
H A D | TestShadow.java | 55 WireFrustum frustum; field in class:TestShadow 101 frustum = new WireFrustum(bsr.getPoints()); 102 frustumMdl = new Geometry("f", frustum); 116 frustum.update(points);
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/external/quake/quake/src/QW/client/ |
H A D | gl_rmain.c | 34 mplane_t frustum[4]; variable 116 if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) 842 VectorAdd (vpn, vright, frustum[0].normal); 843 VectorSubtract (vpn, vright, frustum[1].normal); 845 VectorAdd (vpn, vup, frustum[2].normal); 846 VectorSubtract (vpn, vup, frustum[3].normal); 852 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); 854 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); 856 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); 858 RotatePointAroundVector( frustum[ [all...] |
H A D | glquake2.h | 137 extern mplane_t frustum[4];
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H A D | glquake.h | 183 extern mplane_t frustum[4];
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/external/quake/quake/src/WinQuake/ |
H A D | gl_rmain.cpp | 34 mplane_t frustum[4]; variable 116 if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) 940 VectorAdd (vpn, vright, frustum[0].normal); 941 VectorSubtract (vpn, vright, frustum[1].normal); 943 VectorAdd (vpn, vup, frustum[2].normal); 944 VectorSubtract (vpn, vup, frustum[3].normal); 949 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); 951 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); 953 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); 955 RotatePointAroundVector( frustum[ [all...] |
H A D | glquake.h | 173 extern mplane_t frustum[4];
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/external/jmonkeyengine/engine/src/test/jme3test/post/ |
H A D | TestBloom.java | 59 WireFrustum frustum; field in class:TestBloom
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H A D | TestCrossHatch.java | 59 WireFrustum frustum; field in class:TestCrossHatch
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H A D | TestPosterization.java | 59 WireFrustum frustum; field in class:TestPosterization
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/external/jmonkeyengine/engine/src/core/com/jme3/shadow/ |
H A D | PssmShadowRenderer.java | 59 * It splits the view frustum in several parts and compute a shadow map for each 277 WireFrustum frustum = new WireFrustum(pts); 278 Geometry frustumMdl = new Geometry("f", frustum); 350 //We prevent computing the frustum points and splits with zeroed or negative near clip value 381 // update frustum points based on current camera and split 491 * default value is dynamicaly computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
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