/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/quake/quake/src/QW/client/ |
H A D | gl_rmain.c | 910 float zNear, float zFar ) 914 ymax = zNear * tan( fovy * M_PI / 360.0f ); 920 glFrustumf( xmin, xmax, ymin, ymax, zNear, zFar ); 926 GLdouble zNear, GLdouble zFar ) 930 ymax = zNear * tan( fovy * M_PI / 360.0 ); 936 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); 909 MYgluPerspective( float fovy, float aspect, float zNear, float zFar ) argument 925 MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) argument
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/external/quake/quake/src/WinQuake/ |
H A D | gl_rmain.cpp | 1009 float zNear, float zFar ) 1013 ymax = zNear * tan( fovy * M_PI / 360.0f ); 1019 glFrustumf( xmin, xmax, ymin, ymax, zNear, zFar ); 1025 GLdouble zNear, GLdouble zFar ) 1029 ymax = zNear * tan( fovy * M_PI / 360.0 ); 1035 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); 1008 MYgluPerspective( float fovy, float aspect, float zNear, float zFar ) argument 1024 MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) 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, zFa 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 | 192 float zNear; 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 | 93 mState.zNear = 0.0f; 414 void Context::setDepthRange(float zNear, float zFar) argument 416 mState.zNear = zNear; 1152 params[0] = mState.zNear; 1636 float zNear = clamp01(mState.zNear); local 1654 viewport.MinZ = zNear; 1701 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear [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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