Searched refs:eye (Results 1 - 8 of 8) sorted by relevance
/frameworks/ex/carousel/java/com/android/ex/carousel/ |
H A D | CarouselView.java | 526 public void setLookAt(float[] eye, float[] at, float[] up) { argument 527 mController.setLookAt(eye, at, up);
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H A D | carousel.rs | 468 // 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 * [all...] |
H A D | CarouselController.java | 715 public void setLookAt(float[] eye, float[] at, float[] up) { argument 716 mEye = eye; 720 mRenderScript.setLookAt(eye, at, up);
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H A D | CarouselRS.java | 286 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]);
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/frameworks/native/opengl/libagl/ |
H A D | primitives.cpp | 136 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 [all...] |
H A D | vertex.cpp | 112 // 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);
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H A D | array.cpp | 1072 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
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H A D | context.h | 136 vec4_t eye; member in union:android::gl::vertex_t::__anon1465 289 vec4_t position; // position in eye space
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