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Searched refs:zFar (Results 1 – 21 of 21) sorted by relevance

/external/mesa3d/src/pixelflinger2/
Dpixelflinger2.cpp32 static void DepthRangef(GGLInterface * iface, GLclampf zNear, GLclampf zFar) in DepthRangef() argument
35 ctx->viewport.n = VectorComp_t_CTR((zNear + zFar) / 2); in DepthRangef()
36 ctx->viewport.f = VectorComp_t_CTR((zFar - zNear) / 2); in DepthRangef()
/external/mesa3d/test/
Dm_matrix.h119 GLfloat zNear, GLfloat zFar);
133 GLfloat zNear, GLfloat zFar, GLfloat depthMax);
Dm_matrix.c1067 GLfloat zNear, GLfloat zFar) in _math_matrix_perspective() argument
1076 _math_matrix_frustum(mat, xmin, xmax, ymin, ymax, zNear, zFar); in _math_matrix_perspective()
1235 GLfloat zNear, GLfloat zFar, GLfloat depthMax) in _math_matrix_viewport() argument
1241 m->m[MAT_SZ] = depthMax * ((zFar - zNear) / 2.0F); in _math_matrix_viewport()
1242 m->m[MAT_TZ] = depthMax * ((zFar - zNear) / 2.0F + zNear); in _math_matrix_viewport()
/external/quake/quake/src/QW/client/
Dgl_rmain.c910 float zNear, float zFar ) in MYgluPerspective() argument
920 glFrustumf( xmin, xmax, ymin, ymax, zNear, zFar ); in MYgluPerspective()
926 GLdouble zNear, GLdouble zFar ) in MYgluPerspective() argument
936 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); in MYgluPerspective()
/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/
DContext.cpp94 mState.zFar = 1.0f; in Context()
414 void Context::setDepthRange(float zNear, float zFar) in setDepthRange() argument
417 mState.zFar = zFar; in setDepthRange()
1153 params[1] = mState.zFar; in getFloatv()
1637 float zFar = clamp01(mState.zFar); in applyRenderTarget() local
1655 viewport.MaxZ = zFar; in applyRenderTarget()
1701 GLfloat dz[2] = {(zFar - zNear) / 2.0f, (zNear + zFar) / 2.0f}; in applyRenderTarget()
1705 GLfloat nearFarDiff[3] = {zNear, zFar, zFar - zNear}; in applyRenderTarget()
DContext.h193 float zFar; member
251 void setDepthRange(float zNear, float zFar);
DlibGLESv2.cpp1598 void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar) in glDepthRangef() argument
1600 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar); in glDepthRangef()
1608 context->setDepthRange(zNear, zFar); in glDepthRangef()
/external/quake/quake/src/WinQuake/
Dgl_rmain.cpp1009 float zNear, float zFar ) in MYgluPerspective() argument
1019 glFrustumf( xmin, xmax, ymin, ymax, zNear, zFar ); in MYgluPerspective()
1025 GLdouble zNear, GLdouble zFar ) in MYgluPerspective() argument
1035 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); in MYgluPerspective()
/external/qemu/distrib/sdl-1.2.12/src/video/
DSDL_glfuncs.h68 SDL_PROC_UNUSED(void,glDepthRange,(GLclampd zNear, GLclampd zFar))
102 …stum,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar))
195 …rtho,(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar))
/external/mesa3d/include/pixelflinger2/
Dpixelflinger2_interface.h171 void (* DepthRangef)(GGLInterface_t * iface, GLclampf zNear, GLclampf zFar);
/external/webkit/Source/WebKit/chromium/src/
DGraphicsContext3DInternal.h120 void depthRange(GC3Dclampf zNear, GC3Dclampf zFar);
/external/webkit/Source/WebKit/chromium/public/
DWebGraphicsContext3D.h209 virtual void depthRange(WGC3Dclampf zNear, WGC3Dclampf zFar) = 0;
/external/webkit/Source/WebCore/platform/graphics/qt/
DGraphicsContext3DQt.cpp861 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) in depthRange() argument
865 glDepthRangef(zNear, zFar); in depthRange()
867 glDepthRange(zNear, zFar); in depthRange()
/external/webkit/Source/WebCore/platform/graphics/opengl/
DGraphicsContext3DOpenGL.cpp587 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) in depthRange() argument
590 ::glDepthRange(zNear, zFar); in depthRange()
/external/webkit/Source/WebCore/html/canvas/
DWebGLRenderingContext.h125 void depthRange(GC3Dfloat zNear, GC3Dfloat zFar);
DWebGLRenderingContext.cpp1297 void WebGLRenderingContext::depthRange(GC3Dfloat zNear, GC3Dfloat zFar) in depthRange() argument
1301 if (zNear > zFar) { in depthRange()
1305 m_context->depthRange(zNear, zFar); in depthRange()
DWebGLRenderingContext.idl504 [StrictTypeChecking] void depthRange(in float zNear, in float zFar);
/external/webkit/Source/WebCore/platform/graphics/
DGraphicsContext3D.h646 void depthRange(GC3Dclampf zNear, GC3Dclampf zFar);
/external/webkit/Source/ThirdParty/ANGLE/include/GLES2/
Dgl2.h510 GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
/external/mesa3d/include/GLES2/
Dgl2.h510 GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
/external/webkit/Source/WebCore/
DChangeLog-2010-12-0618588 depthRange should generate INVALID_OPERATION if zNear is greater than zFar