/external/mesa3d/src/pixelflinger2/ |
D | pixelflinger2.cpp | 32 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()
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/external/mesa3d/test/ |
D | m_matrix.h | 119 GLfloat zNear, GLfloat zFar); 133 GLfloat zNear, GLfloat zFar, GLfloat depthMax);
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D | m_matrix.c | 1067 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()
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/external/quake/quake/src/QW/client/ |
D | gl_rmain.c | 910 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()
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/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
D | Context.cpp | 94 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()
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D | Context.h | 193 float zFar; member 251 void setDepthRange(float zNear, float zFar);
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D | libGLESv2.cpp | 1598 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()
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/external/quake/quake/src/WinQuake/ |
D | gl_rmain.cpp | 1009 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()
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/external/qemu/distrib/sdl-1.2.12/src/video/ |
D | SDL_glfuncs.h | 68 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))
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/external/mesa3d/include/pixelflinger2/ |
D | pixelflinger2_interface.h | 171 void (* DepthRangef)(GGLInterface_t * iface, GLclampf zNear, GLclampf zFar);
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/external/webkit/Source/WebKit/chromium/src/ |
D | GraphicsContext3DInternal.h | 120 void depthRange(GC3Dclampf zNear, GC3Dclampf zFar);
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/external/webkit/Source/WebKit/chromium/public/ |
D | WebGraphicsContext3D.h | 209 virtual void depthRange(WGC3Dclampf zNear, WGC3Dclampf zFar) = 0;
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/external/webkit/Source/WebCore/platform/graphics/qt/ |
D | GraphicsContext3DQt.cpp | 861 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) in depthRange() argument 865 glDepthRangef(zNear, zFar); in depthRange() 867 glDepthRange(zNear, zFar); in depthRange()
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/external/webkit/Source/WebCore/platform/graphics/opengl/ |
D | GraphicsContext3DOpenGL.cpp | 587 void GraphicsContext3D::depthRange(GC3Dclampf zNear, GC3Dclampf zFar) in depthRange() argument 590 ::glDepthRange(zNear, zFar); in depthRange()
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/external/webkit/Source/WebCore/html/canvas/ |
D | WebGLRenderingContext.h | 125 void depthRange(GC3Dfloat zNear, GC3Dfloat zFar);
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D | WebGLRenderingContext.cpp | 1297 void WebGLRenderingContext::depthRange(GC3Dfloat zNear, GC3Dfloat zFar) in depthRange() argument 1301 if (zNear > zFar) { in depthRange() 1305 m_context->depthRange(zNear, zFar); in depthRange()
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D | WebGLRenderingContext.idl | 504 [StrictTypeChecking] void depthRange(in float zNear, in float zFar);
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/external/webkit/Source/WebCore/platform/graphics/ |
D | GraphicsContext3D.h | 646 void depthRange(GC3Dclampf zNear, GC3Dclampf zFar);
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/external/webkit/Source/ThirdParty/ANGLE/include/GLES2/ |
D | gl2.h | 510 GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
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/external/mesa3d/include/GLES2/ |
D | gl2.h | 510 GL_APICALL void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
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/external/webkit/Source/WebCore/ |
D | ChangeLog-2010-12-06 | 18588 depthRange should generate INVALID_OPERATION if zNear is greater than zFar
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