Searched refs:eye (Results 1 - 5 of 5) sorted by relevance
/frameworks/native/include/ui/ |
H A D | mat4.h | 139 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 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);
|
H A D | array.cpp | 1076 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 D | context.h | 136 vec4_t eye; member in union:android::gl::vertex_t::__anon1359 293 vec4_t position; // position in eye space
|
Completed in 1074 milliseconds