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Lines Matching refs:distance

40     Ideally, the fog distance (used to compute the fog factor as
42 Euclidean distance to the fragment center from the eye. In practice,
44 distance from the eye to each fragment center by abs(ze). Further,
49 OpenGL computes the distance used in computing the fog factor.
51 The extension supports three fog distance modes: "eye plane absolute",
52 where the fog distance is the absolute planar distance from the eye
54 "eye plane", where the fog distance is the signed planar distance
55 from the eye plane; and "eye radial", where the fog distance is
56 computed as a Euclidean distance. In the case of the eye radial
57 fog distance mode, the distance may be computed per-vertex and then
66 view, but this assumes that either the eye radial fog distance is
67 computed per-fragment, or if the fog distance is computed per-vertex
81 the default fog distance mode is left implementation dependent.
83 fast EYE_RADIAL_NV fog distance to be stuck using something less.
92 then the fog distance mode is ignored. However, the fog
93 distance mode is used when the FOG_COORDINATE_SOURCE_EXT is
95 functionality is enabled, the fog distance is supplied by the
96 user-supplied fog-coordinate so no automatic fog distance computation
131 constant determines how the fog distance should be computed."
136 "When the fog distance mode is EYE_PLANE_ABSOLUTE_NV, the fog
137 distance z is approximated by abs(ze) [where ze is the Z component
138 of the fragment's eye position]. When the fog distance mode is
139 EYE_PLANE, the fog distance z is approximated by ze. When the
140 fog distance mode is EYE_RADIAL_NV, the fog distance z is computed
141 as the Euclidean distance from the center of the fragment in eye
146 In the EYE_RADIAL_NV fog distance mode, the Euclidean distance
154 distance mode, three floating-point values d, e, and s, and RGBA fog
195 dependent fog distance