Searched refs:frustum (Results 1 - 10 of 10) sorted by relevance

/external/jmonkeyengine/engine/src/test/jme3test/light/
H A DTestShadow.java55 WireFrustum frustum; field in class:TestShadow
101 frustum = new WireFrustum(bsr.getPoints());
102 frustumMdl = new Geometry("f", frustum);
116 frustum.update(points);
/external/quake/quake/src/QW/client/
H A Dgl_rmain.c34 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[
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H A Dglquake2.h137 extern mplane_t frustum[4];
H A Dglquake.h183 extern mplane_t frustum[4];
/external/quake/quake/src/WinQuake/
H A Dgl_rmain.cpp34 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[
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H A Dglquake.h173 extern mplane_t frustum[4];
/external/jmonkeyengine/engine/src/test/jme3test/post/
H A DTestBloom.java59 WireFrustum frustum; field in class:TestBloom
H A DTestCrossHatch.java59 WireFrustum frustum; field in class:TestCrossHatch
H A DTestPosterization.java59 WireFrustum frustum; field in class:TestPosterization
/external/jmonkeyengine/engine/src/core/com/jme3/shadow/
H A DPssmShadowRenderer.java59 * 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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