Searched refs:fov_x (Results 1 - 10 of 10) sorted by relevance
/external/quake/quake/src/WinQuake/ |
H A D | gl_screen.cpp | 230 float CalcFov (float fov_x, float width, float height) argument 235 if (fov_x < 1 || fov_x > 179) 236 Sys_Error ("Bad fov: %f", fov_x); 238 x = width/tan(fov_x/360*M_PI); 329 r_refdef.fov_x = scr_fov.value; 330 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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H A D | screen.cpp | 195 float CalcFov (float fov_x, float width, float height) argument 200 if (fov_x < 1 || fov_x > 179) 201 Sys_Error ("Bad fov: %f", fov_x); 203 x = width/tan(fov_x/360*M_PI); 245 r_refdef.fov_x = scr_fov.value; 246 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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H A D | render.h | 98 float fov_x, fov_y;
member in struct:__anon11807
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H A D | gl_rmain.cpp | 936 if (r_refdef.fov_x == 90) 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 );
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H A D | r_main.cpp | 367 r_refdef.horizontalFieldOfView = 2.0 * tan (r_refdef.fov_x/360*M_PI);
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/external/quake/quake/src/QW/client/ |
H A D | render.h | 92 float fov_x, fov_y; member in struct:__anon11407
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H A D | screen.c | 249 float CalcFov (float fov_x, float width, float height)
argument 254 if (fov_x < 1 || fov_x > 179)
255 Sys_Error ("Bad fov: %f", fov_x);
257 x = width/tan(fov_x/360*M_PI);
299 r_refdef.fov_x = scr_fov.value;
300 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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H A D | gl_screen.c | 233 float CalcFov (float fov_x, float width, float height) argument 238 if (fov_x < 1 || fov_x > 179) 239 Sys_Error ("Bad fov: %f", fov_x); 241 x = width/tan(fov_x/360*M_PI); 335 r_refdef.fov_x = scr_fov.value; 336 r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
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H A D | gl_rmain.c | 838 if (r_refdef.fov_x == 90) 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 );
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H A D | r_main.c | 387 r_refdef.horizontalFieldOfView = 2.0 * tan (r_refdef.fov_x/360*M_PI);
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