Searched refs:pSphere (Results 1 – 1 of 1) sorted by relevance
370 float* pSphere = sphere.mData; in util_computeBoundingSphere() local374 *pSphere++ = x0 + dx * 0.5f; in util_computeBoundingSphere()375 *pSphere++ = y0 + dy * 0.5f; in util_computeBoundingSphere()376 *pSphere++ = z0 + dz * 0.5f; in util_computeBoundingSphere()377 *pSphere++ = distance(dx, dy, dz) * 0.5f; in util_computeBoundingSphere()399 static bool sphereHitsFrustum(const float* pFrustum, const float* pSphere) { in sphereHitsFrustum() argument400 float x = pSphere[0]; in sphereHitsFrustum()401 float y = pSphere[1]; in sphereHitsFrustum()402 float z = pSphere[2]; in sphereHitsFrustum()403 float negRadius = -pSphere[3]; in sphereHitsFrustum()[all …]