Searched defs:aspect (Results 1 - 7 of 7) sorted by relevance
/frameworks/base/opengl/java/android/opengl/ |
H A D | GLU.java | 103 * @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;
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H A D | Matrix.java | 370 * 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
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/frameworks/base/rs/java/android/renderscript/ |
H A D | Matrix4f.java | 306 * @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 D | rsCpuRuntimeMath.cpp | 83 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
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/frameworks/rs/ |
H A D | rsMatrix4x4.cpp | 298 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { argument 301 float left = bottom * aspect; 302 float right = top * aspect;
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/frameworks/support/v8/renderscript/java/src/android/support/v8/renderscript/ |
H A D | Matrix4f.java | 307 * @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 D | demo.c | 502 static void gluPerspective(GLfloat fovy, GLfloat aspect, argument 509 xmin = ymin * aspect; 510 xmax = ymax * aspect;
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