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Lines Matching refs:viewport

55     pipeline before rasterization is the viewport transformation. This stage
59 single viewport per context. In order to draw primitives into multiple
60 viewports, the OpenGL viewport may be changed between several draw calls.
65 targets share the same, global OpenGL viewport.
68 viewports. Each viewport is specified as a rectangle. The destination
69 viewport may be selected per-primitive by the geometry shader. This allows
71 for separate viewport rectangles on the same surface. Additionally, when
73 viewport rectangle to be selected for each. This extension also exposes a
74 separate scissor rectangle for each viewport. Finally, the viewport bounds
76 applied during the viewport transform.
128 Geometry shaders may also select the destination viewport for each
129 output primitive. The destination viewport for a primitive may be
132 shader to direct its output to a different viewport for each
139 rendering layer or viewport index is implementation-dependent and
140 thus portable applications will assign the same layer and viewport
151 The viewport transformation is determined by the selected viewport's
159 and writes to gl_ViewportIndex, the viewport transformation uses the
160 viewport corresponding to the value assigned to gl_ViewportIndex
162 value of the viewport index is outside the range zero to the value
163 of MAX_VIEWPORTS_NV minus one, the results of the viewport
166 viewport numbered zero is used by the viewport transformation.
169 primitives such as TRIANGLE_STRIP. In this case, the viewport
172 The factor and offset applied to Z_d for each viewport encoded by n
181 viewport to modify and <count> specifies the number of viewports. If
186 specifying near (n) and far (f) for each viewport in that order.
187 (n) and (f) of each viewport will be clamped to [0.0, 1.0].
189 DepthRangeIndexedfNV specifies the depth range for a single viewport
214 simultaneously. <first> specifies the index of the first viewport to
221 each viewport, in that order. <x> and <y> give the location of the
222 viewport's lower left corner and <w> and <h> give the viewport's
226 single viewport and are equivalent (assuming no errors are
244 The viewport parameters shown in the above equations are found from these
252 The location of the viewport's bottom-left corner, given by (x,y), are
253 clamped to be within the implementation-dependent viewport bounds range.
254 The viewport bounds range [min, max] tuple may be determined by
261 viewport dimensions must be greater than or equal to the larger of
267 The state required to implement the viewport transformations is four
269 viewport. In the initial state, w and h for each viewport are set to
277 The precision with which the GL interprets the floating point viewport
287 defined by four values for each viewport. These values are set with
295 applied to the corresponding viewport (see section 12.5.1
308 selected in the same manner as the viewport (see section 12.5.1).
312 is enabled or disabled for a specific viewport using EnableiNV or
314 selected viewport. When disabled, it is as if the scissor test
315 always passes. The value of the scissor test enable for viewport <i>
317 <index> <i>. The value of the scissor test enable for viewport zero
321 error is generated. If the viewport index specified to EnableiNV,
325 The state required consists of four integer values per viewport, and
327 viewport. In the initial state, left = bottom = 0, and width and
335 a single viewport and are equivalent (assuming no errors are
399 geometry shader it provides the index of the viewport to which the next
401 generated by the geometry shader will undergo viewport transformation and
402 scissor testing using the viewport transformation and scissor rectangle
403 selected by the value of gl_ViewportIndex. The viewport index used will
405 the viewport index comes from is implementation-dependent, so it is best to
406 use the same viewport index for all vertices of the primitive. If a
407 geometry shader does not assign a value to gl_ViewportIndex, viewport
445 viewport's width or height is less than 0.
484 …MAX_VIEWPORT_DIMS (NOTE 1) 2 x Z+ GetFloatv See 2.16.1 Maximum viewport dimensi…
488 … precision for viewport bounds
497 NOTE 2: range for viewport bounds:
535 4 09/04/2014 jhelferty Add viewport part of ARB_fragment_layer_viewport