Searched refs:actualZFar (Results 1 – 2 of 2) sorted by relevance
430 float actualZFar = gl::clamp01(zFar); in setViewportState() local439 actualZFar = 1.0f; in setViewportState()452 dxViewport.MaxZ = actualZFar; in setViewportState()460 mCurFar = actualZFar; in setViewportState()484 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f; in setViewportState()485 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f; in setViewportState()489 vc.depthRange[1] = actualZFar; in setViewportState()490 vc.depthRange[2] = actualZFar - actualZNear; in setViewportState()493 pc.depthRange[1] = actualZFar; in setViewportState()494 pc.depthRange[2] = actualZFar - actualZNear; in setViewportState()
1413 float actualZFar = gl::clamp01(glState.getFarPlane()); in syncViewport() local1486 dxViewport.MaxDepth = actualZFar; in syncViewport()1492 mCurFar = actualZFar; in syncViewport()1499 actualZFar}; in syncViewport()