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Lines Matching refs:sprite

32     Rendering sprite geometry requires applying a transformation to
40 sprite mode:
70 sprite position.
123 current sprite mode, axis, translation and the ModelView matrix
124 are used to generate a sprite transformation which is applied to
127 When the sprite mode is SPRITE_AXIAL_SGIX, the sprite transformation
128 is arranged such that, after sprite and ModelView transformation,
132 Each primitive is first rotated so that the sprite up vector aligns
133 with the sprite axis which is specified in the current model view
140 required for sprite geometry:
143 T - sprite translation matrix
144 A - sprite axis rotation matrix
145 R - sprite up vector/axis alignment rotation matrix
153 Given the coordinates of SPRITE_TRANSLATION_SGIX the sprite translation
155 by computing an angle of rotation and the sprite axis (computing sine and
167 V0 is the canonical up vector. V1 is the sprite axis (SPRITE_AXIS_SGIX)
169 and the SPRITE_EYE_ALIGNED_SGIX modes V1 is the sprite axis aligned by
190 Normals associated with sprite geometry are transformed by the inverse
198 When the sprite mode is SPRITE_OBJECT_ALIGN or SPRITE_EYE_ALIGN,
199 the sprite transformation rotates the front vector towards the eye
201 current sprite axis, i.e. the up vector is rotated to be parallel
202 to the projection of the current sprite axis into the plane
204 sprite mode, the sprite axis is taken to be expressed in object
209 Regardless of the sprite transformation mode, the projection matrix
211 user against overriding the sprite transformation.