Searched refs:eye (Results 1 - 8 of 8) sorted by relevance

/frameworks/ex/carousel/java/com/android/ex/carousel/
H A DCarouselView.java526 public void setLookAt(float[] eye, float[] at, float[] up) { argument
527 mController.setLookAt(eye, at, up);
H A Dcarousel.rs468 // Construct a matrix based on eye point, center and up direction. Based on the
470 static void loadLookatMatrix(rs_matrix4x4* matrix, float3 eye, float3 center, float3 up)
472 float3 f = normalize(center - eye);
491 rsMatrixTranslate(matrix, -eye.x, -eye.y, -eye.z);
1503 float4 eye = { 0.0f, 0.0f, 0.0f, 1.0f };
1506 eye = rsMatrixMultiply(&pm, eye);
1507 eye *
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H A DCarouselController.java715 public void setLookAt(float[] eye, float[] at, float[] up) { argument
716 mEye = eye;
720 mRenderScript.setLookAt(eye, at, up);
H A DCarouselRS.java286 public void setLookAt(float[] eye, float[] at, float[] up) { argument
288 mEyePoint[i] = eye[i];
292 mScript.invoke_lookAt(eye[0], eye[1], eye[2], at[0], at[1], at[2], up[0], up[1], up[2]);
/frameworks/native/opengl/libagl/
H A Dprimitives.cpp136 v->fog = c->fog.fog(c, v->eye.z);
147 v->fog = c->fog.fog(c, v->eye.z);
154 v->fog = c->fog.fog(c, v->eye.z);
474 v->fog = c->fog.fog(c, v->eye.z);
882 // User clip-planes first, the clipping is always done in eye-coordinate
885 // and the fact that we need to compute the eye-coordinates of each
902 GLfixed sd = dot4(equation.v, s->eye.v);
906 const GLfixed pd = dot4(equation.v, p->eye.v);
1044 const GLfixed sd = dot4(equation.v, s->eye.v);
1045 const GLfixed pd = dot4(equation.v, p->eye
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H A Dvertex.cpp112 // compute eye coordinates
114 &c->transforms.modelview.transform, &v->eye, &v->obj);
124 GLfixed d = dot4(c->clipPlanes.plane[i].equation.v, v->eye.v);
H A Darray.cpp1072 clipVec4(nv->eye, t, s->eye, p->eye);
1116 if (c->lighting.enable) { // needs normal transforms and eye coords
1124 want |= transform_state_t::MODELVIEW; // needs eye coords
H A Dcontext.h136 vec4_t eye; member in union:android::gl::vertex_t::__anon1465
289 vec4_t position; // position in eye space

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