Searched refs:eye (Results 1 - 5 of 5) sorted by relevance

/frameworks/native/include/ui/
H A Dmat4.h139 static tmat44 lookAt(const tvec3<A>& eye, const tvec3<B>& center, const tvec3<C>& up);
263 tmat44<T> tmat44<T>::lookAt(const tvec3<A>& eye, const tvec3<B>& center, const tvec3<C>& up) { argument
264 tvec3<T> L(normalize(center - eye));
271 tvec4<T>(-eye, 1));
/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.cpp1076 clipVec4(nv->eye, t, s->eye, p->eye);
1120 if (c->lighting.enable) { // needs normal transforms and eye coords
1128 want |= transform_state_t::MODELVIEW; // needs eye coords
H A Dcontext.h136 vec4_t eye; member in union:android::gl::vertex_t::__anon1359
293 vec4_t position; // position in eye space

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