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Searched refs:vUp (Results 1 – 8 of 8) sorted by relevance

/external/swiftshader/third_party/PowerVR_SDK/Tools/
DPVRTMatrix.h461 const PVRTVECTOR3f &vUp);
474 const PVRTVECTOR3x &vUp);
488 const PVRTVECTOR3f &vUp);
501 const PVRTVECTOR3x &vUp);
DPVRTMatrixF.cpp370 const PVRTVECTOR3f &vUp) in PVRTMatrixLookAtLHF() argument
380 PVRTMatrixVec3CrossProductF(s, f, vUp); in PVRTMatrixLookAtLHF()
421 const PVRTVECTOR3f &vUp) in PVRTMatrixLookAtRHF() argument
431 PVRTMatrixVec3CrossProductF(s, f, vUp); in PVRTMatrixLookAtRHF()
DPVRTMatrixX.cpp376 const PVRTVECTOR3x &vUp) in PVRTMatrixLookAtLHX() argument
386 PVRTMatrixVec3NormalizeX(vUpActual, vUp); in PVRTMatrixLookAtLHX()
426 const PVRTVECTOR3x &vUp) in PVRTMatrixLookAtRHX() argument
436 PVRTMatrixVec3NormalizeX(vUpActual, vUp); in PVRTMatrixLookAtRHX()
DPVRTVector.h1911 static PVRTMat4 LookAtRH(const PVRTVec3& vEye, const PVRTVec3& vAt, const PVRTVec3& vUp) in LookAtRH()
1912 { return LookAt(vEye, vAt, vUp, true); } in LookAtRH()
1922 static PVRTMat4 LookAtLH(const PVRTVec3& vEye, const PVRTVec3& vAt, const PVRTVec3& vUp) in LookAtLH()
1923 { return LookAt(vEye, vAt, vUp, false); } in LookAtLH()
2040 …static PVRTMat4 LookAt(const PVRTVec3& vEye, const PVRTVec3& vAt, const PVRTVec3& vUp, bool bRight… in LookAt()
2048 vSide = vUp.cross( vForward); in LookAt()
DPVRTModelPOD.h601 PVRTVECTOR3 &vUp,
DPVRTModelPOD.cpp2704 PVRTVECTOR3 &vUp, argument
2736 vUp.x = mTmp.f[ 8];
2737 vUp.y = mTmp.f[ 9];
2738 vUp.z = mTmp.f[10];
2746 vUp.x = -mTmp.f[ 8];
2747 vUp.y = -mTmp.f[ 9];
2748 vUp.z = -mTmp.f[10];
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
DOGLES2DisplacementMap.cpp425 PVRTVec3 vFrom, vTo(0.0f), vUp(0.0f, 1.0f, 0.0f); in InitView() local
437 fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, g_ui32Camera); // vTo is calculated from the rotation in InitView()
441 m_View = PVRTMat4::LookAtRH(vFrom, vTo, vUp); in InitView()
/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
DOGLES2ChameleonMan.cpp607 PVRTVec3 vFrom, vTo, vUp(0.0f, 1.0f, 0.0f); in RenderScene() local
619 fFOV = m_Scene.GetCamera( vFrom, vTo, vUp, 0); // vTo is calculated from the rotation in RenderScene()
627 mView = PVRTMat4::LookAtRH(vFrom, vTo, vUp); in RenderScene()