Searched defs:zFar (Results 1 - 9 of 9) sorted by relevance

/external/mesa3d/src/pixelflinger2/
H A Dpixelflinger2.cpp32 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);
/external/jmonkeyengine/engine/src/core/com/jme3/shadow/
H A DPssmShadowRenderer.java345 float zFar = zFarOverride;
346 if (zFar == 0) {
347 zFar = viewCam.getFrustumFar();
352 ShadowUtil.updateFrustumPoints(viewCam, frustumNear, zFar, 1.0f, points);
359 PssmShadowUtil.updateFrustumSplits(splitsArray, frustumNear, zFar, lambda);
482 * see {@link setShadowZExtend(float zFar)}
491 * default value is dynamicaly computed to the shadow casters/receivers union bound zFar, capped to view frustum far value.
492 * @param zFar the zFar values that override the computed one
494 public void setShadowZExtend(float zFar) { argument
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/external/replicaisland/src/com/replica/replicaisland/
H A DGLErrorLogger.java195 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
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/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
H A DContext.h193 float zFar; member in struct:gl::State
251 void setDepthRange(float zNear, float zFar);
H A DlibGLESv2.cpp1598 void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar) argument
1600 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
1608 context->setDepthRange(zNear, zFar);
H A DContext.cpp94 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.
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/external/webkit/Source/WebCore/platform/graphics/opengl/
H A DGraphicsContext3DOpenGL.cpp587 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) argument
590 ::glDepthRange(zNear, zFar);
/external/webkit/Source/WebCore/html/canvas/
H A DWebGLRenderingContext.cpp1297 void WebGLRenderingContext::depthRange(GC3Dfloat zNear, GC3Dfloat zFar) argument
1301 if (zNear > zFar) {
1305 m_context->depthRange(zNear, zFar);
/external/webkit/Source/WebCore/platform/graphics/qt/
H A DGraphicsContext3DQt.cpp861 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) argument
865 glDepthRangef(zNear, zFar);
867 glDepthRange(zNear, zFar);

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