Searched defs:near (Results 1 - 11 of 11) sorted by relevance

/frameworks/base/graphics/java/android/renderscript/
H A DMatrix4f.java253 * @param n location of the near clipping plane
287 * @param n location of the near clipping plane, must be positive
308 * @param near near cliping plane, must be positive
311 public void loadPerspective(float fovy, float aspect, float near, float far) { argument
312 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f));
316 loadFrustum(left, right, bottom, top, near, far);
322 * and (near, far), (bottom, top) mapping to (-1, 1) at z = 0
/frameworks/base/libs/hwui/
H A DMatrix.cpp289 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { argument
294 data[kScaleZ] = -2.0f / (far - near);
297 data[kTranslateZ] = -(far + near) / (far - near);
/frameworks/rs/
H A DrsMatrix4x4.cpp272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { argument
276 m[10]= -2.f / (far - near);
279 m[14]= -(far + near) / (far - near);
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far) { argument
284 m[0] = 2.f * near / (right - left);
285 m[5] = 2.f * near / (top - bottom);
288 m[10]= -(far + near) / (far - near);
290 m[14]= -2.f * far * near / (fa
294 loadPerspective(float fovy, float aspect, float near, float far) argument
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/frameworks/support/renderscript/v8/java/src/android/support/v8/renderscript/
H A DMatrix4f.java253 * @param n location of the near clipping plane
287 * @param n location of the near clipping plane, must be positive
308 * @param near near cliping plane, must be positive
311 public void loadPerspective(float fovy, float aspect, float near, float far) { argument
312 float top = near * (float)Math.tan((float) (fovy * Math.PI / 360.0f));
316 loadFrustum(left, right, bottom, top, near, far);
322 * and (near, far), (bottom, top) mapping to (-1, 1) at z = 0
/frameworks/support/renderscript/v8/rs_support/
H A DrsMatrix4x4.cpp272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { argument
276 m[10]= -2.f / (far - near);
279 m[14]= -(far + near) / (far - near);
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far) { argument
284 m[0] = 2.f * near / (right - left);
285 m[5] = 2.f * near / (top - bottom);
288 m[10]= -(far + near) / (far - near);
290 m[14]= -2.f * far * near / (fa
294 loadPerspective(float fovy, float aspect, float near, float far) argument
[all...]
/frameworks/base/opengl/java/android/opengl/
H A DMatrix.java259 * @param near
264 float near, float far) {
271 if (near == far) {
272 throw new IllegalArgumentException("near == far");
277 final float r_depth = 1.0f / (far - near);
283 final float tz = -(far + near) * r_depth;
312 * @param near
317 float near, float far) {
324 if (near == far) {
325 throw new IllegalArgumentException("near
262 orthoM(float[] m, int mOffset, float left, float right, float bottom, float top, float near, float far) argument
315 frustumM(float[] m, int offset, float left, float right, float bottom, float top, float near, float far) argument
[all...]
H A DGLErrorWrapper.java231 public void glDepthRangef(float near, float far) { argument
233 mgl.glDepthRangef(near, far);
237 public void glDepthRangex(int near, int far) { argument
239 mgl.glDepthRangex(near, far);
334 float near, float far) {
336 mgl.glFrustumf(left, right, bottom, top, near, far);
340 public void glFrustumx(int left, int right, int bottom, int top, int near, argument
343 mgl.glFrustumx(left, right, bottom, top, near, far);
608 float near, float far) {
610 mgl.glOrthof(left, right, bottom, top, near, fa
333 glFrustumf(float left, float right, float bottom, float top, float near, float far) argument
607 glOrthof(float left, float right, float bottom, float top, float near, float far) argument
614 glOrthox(int left, int right, int bottom, int top, int near, int far) argument
[all...]
H A DGLLogWrapper.java1461 public void glDepthRangef(float near, float far) { argument
1463 arg("near", near);
1467 mgl.glDepthRangef(near, far);
1471 public void glDepthRangex(int near, int far) { argument
1473 arg("near", near);
1477 mgl.glDepthRangex(near, far);
1667 float near, float far) {
1673 arg("near", nea
1666 glFrustumf(float left, float right, float bottom, float top, float near, float far) argument
1681 glFrustumx(int left, int right, int bottom, int top, int near, int far) argument
2158 glOrthof(float left, float right, float bottom, float top, float near, float far) argument
2173 glOrthox(int left, int right, int bottom, int top, int near, int far) argument
[all...]
/frameworks/native/opengl/libagl/
H A Dmatrix.cpp702 GLfloat near = c->transforms.vpt.zNear; local
704 GLfloat A = div2f(far - near);
705 GLfloat B = div2f(far + near);
/frameworks/rs/driver/
H A DrsdRuntimeMath.cpp208 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far) { argument
209 m->loadPerspective(fovy, aspect, near, far);
/frameworks/support/renderscript/v8/rs_support/driver/
H A DrsdRuntimeMath.cpp211 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far) { argument
212 m->loadPerspective(fovy, aspect, near, far);

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