Searched defs:aspect (Results 1 - 7 of 7) sorted by relevance

/frameworks/base/opengl/java/android/opengl/
H A DGLU.java103 * @param aspect specifies the aspect ration that determins the field of
104 * view in the x direction. The aspect ratio is the ratio of x
111 public static void gluPerspective(GL10 gl, float fovy, float aspect, argument
115 float left = bottom * aspect;
116 float right = top * aspect;
H A DMatrix.java370 * aspect ratio, and z clip planes.
376 * @param aspect width to height aspect ratio of the viewport
381 float fovy, float aspect, float zNear, float zFar) {
385 m[offset + 0] = f / aspect;
380 perspectiveM(float[] m, int offset, float fovy, float aspect, float zNear, float zFar) argument
/frameworks/base/rs/java/android/renderscript/
H A DMatrix4f.java306 * @param aspect aspect ratio of the screen
310 public void loadPerspective(float fovy, float aspect, float near, float far) { argument
313 float left = bottom * aspect;
314 float right = top * aspect;
320 * projection matrix with aspect ratio defined by the parameters
332 float aspect = ((float)w) / h;
333 m1.loadFrustum(-aspect,aspect, -1,1, 1,100);
335 float aspect
[all...]
/frameworks/rs/cpu_ref/
H A DrsCpuRuntimeMath.cpp83 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far) { argument
84 m->loadPerspective(fovy, aspect, near, far);
198 float fovy, float aspect, float near, float far) {
199 SC_MatrixLoadPerspective((Matrix4x4 *) m, fovy, aspect, near, far);
197 rsMatrixLoadPerspective(rs_matrix4x4 *m, float fovy, float aspect, float near, float far) argument
/frameworks/rs/
H A DrsMatrix4x4.cpp298 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { argument
301 float left = bottom * aspect;
302 float right = top * aspect;
/frameworks/support/v8/renderscript/java/src/android/support/v8/renderscript/
H A DMatrix4f.java307 * @param aspect aspect ratio of the screen
311 public void loadPerspective(float fovy, float aspect, float near, float far) { argument
314 float left = bottom * aspect;
315 float right = top * aspect;
321 * projection matrix with aspect ratio defined by the parameters
333 float aspect = ((float)w) / h;
334 m1.loadFrustum(-aspect,aspect, -1,1, 1,100);
336 float aspect
[all...]
/frameworks/native/opengl/tests/angeles/
H A Ddemo.c502 static void gluPerspective(GLfloat fovy, GLfloat aspect, argument
509 xmin = ymin * aspect;
510 xmax = ymax * aspect;

Completed in 12 milliseconds