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/frameworks/base/libs/rs/scriptc/
Drs_math.rsh99 * @param far plane
105 float4 *near, float4 *far) {
132 far->x = viewProj->m[3] - viewProj->m[2];
133 far->y = viewProj->m[7] - viewProj->m[6];
134 far->z = viewProj->m[11] - viewProj->m[10];
135 far->w = viewProj->m[15] - viewProj->m[14];
147 len = length(far->xyz);
148 *far /= len;
159 * @param far plane
165 float4 *near, float4 *far) {
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Drs_matrix.rsh240 * @param far
243 …oadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
254 * @param far
257 …dFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far);
266 * @param far
269 rsMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
/frameworks/base/libs/rs/
DrsMatrix4x4.cpp272 void Matrix4x4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
276 m[10]= -2.f / (far - near); in loadOrtho()
279 m[14]= -(far + near) / (far - near); in loadOrtho()
282 void Matrix4x4::loadFrustum(float left, float right, float bottom, float top, float near, float far in loadFrustum() argument
288 m[10]= -(far + near) / (far - near); in loadFrustum()
290 m[14]= -2.f * far * near / (far - near); in loadFrustum()
294 void Matrix4x4::loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
299 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
DrsRuntime.h203 float bottom, float top, float near, float far);
205 float bottom, float top, float near, float far);
206 void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far);
DrsMatrix4x4.h49 void loadPerspective(float fovy, float aspect, float near, float far);
/frameworks/base/opengl/java/android/opengl/
DMatrix.java264 float near, float far) { in orthoM() argument
271 if (near == far) { in orthoM()
277 final float r_depth = 1.0f / (far - near); in orthoM()
283 final float tz = -(far + near) * r_depth; in orthoM()
318 float near, float far) { in frustumM() argument
325 if (near == far) { in frustumM()
331 if (far <= 0.0f) { in frustumM()
336 final float r_depth = 1.0f / (near - far); in frustumM()
341 final float C = (far + near) * r_depth; in frustumM()
342 final float D = 2.0f * (far * near * r_depth); in frustumM()
DGLErrorWrapper.java231 public void glDepthRangef(float near, float far) { in glDepthRangef() argument
233 mgl.glDepthRangef(near, far); in glDepthRangef()
237 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
239 mgl.glDepthRangex(near, far); in glDepthRangex()
334 float near, float far) { in glFrustumf() argument
336 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
341 int far) { in glFrustumx() argument
343 mgl.glFrustumx(left, right, bottom, top, near, far); in glFrustumx()
608 float near, float far) { in glOrthof() argument
610 mgl.glOrthof(left, right, bottom, top, near, far); in glOrthof()
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DGLLogWrapper.java1461 public void glDepthRangef(float near, float far) { in glDepthRangef() argument
1464 arg("far", far); in glDepthRangef()
1467 mgl.glDepthRangef(near, far); in glDepthRangef()
1471 public void glDepthRangex(int near, int far) { in glDepthRangex() argument
1474 arg("far", far); in glDepthRangex()
1477 mgl.glDepthRangex(near, far); in glDepthRangex()
1667 float near, float far) { in glFrustumf() argument
1674 arg("far", far); in glFrustumf()
1677 mgl.glFrustumf(left, right, bottom, top, near, far); in glFrustumf()
1682 int far) { in glFrustumx() argument
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/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/
Ddepth_fs.glsl4 // Near and far planes from the projection
/frameworks/base/libs/hwui/
DMatrix.cpp287 void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) { in loadOrtho() argument
292 data[kScaleZ] = -2.0f / (far - near); in loadOrtho()
295 data[kTranslateZ] = -(far + near) / (far - near); in loadOrtho()
DMatrix.h79 void loadOrtho(float left, float right, float bottom, float top, float near, float far);
/frameworks/base/graphics/java/android/renderscript/
DMatrix4f.java283 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument
288 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
/frameworks/base/libs/rs/driver/
DrsdRuntimeMath.cpp223 static void SC_MatrixLoadPerspective(Matrix4x4 *m, float fovy, float aspect, float near, float far)… in SC_MatrixLoadPerspective() argument
224 m->loadPerspective(fovy, aspect, near, far); in SC_MatrixLoadPerspective()
/frameworks/base/docs/html/guide/webapps/
Dbest-practices.jd71 <p>Because mobile devices typically have a connection speed far slower than a desktop
/frameworks/base/opengl/libagl/
Dmatrix.cpp703 GLfloat far = c->transforms.vpt.zFar; in ogles_viewport() local
704 GLfloat A = div2f(far - near); in ogles_viewport()
705 GLfloat B = div2f(far + near); in ogles_viewport()
/frameworks/ex/carousel/java/com/android/ex/carousel/
Dcarousel.rs66 float far;
446 …c void loadPerspectiveMatrix(rs_matrix4x4* matrix, float fovy, float aspect, float near, float far)
453 rsMatrixLoadFrustum(matrix, left, right, bottom, top, near, far);
1016 … loadPerspectiveMatrix(&projectionMatrix, camera.fov, camera.aspect, camera.near, camera.far);
/frameworks/base/docs/html/resources/articles/
Dtouch-mode.jd23 the consequences of entering touch mode are far greater than you might
Dmultitasking-android-way.jd51 <p>So far, we have a way for applications to implicitly do work in the background, as long as the p…
Dwikinotes-intents.jd169 <p>So far Android has been able to find a ContentProvider that handles
/frameworks/base/docs/html/guide/topics/search/
Dadding-recent-query-suggestions.jd77 <li>The system takes the search query text (whatever has been typed so far) and performs a
Dadding-custom-suggestions.jd53 dictionary that match the text entered so far. These are the most valuable suggestions, because you
108 <li>The system takes the search query text (whatever has been typed so far) and performs a
/frameworks/base/docs/html/guide/tutorials/views/
Dhello-formstuff.jd73 <p>A text field for user input. We'll make it display the text entered so far when the "Enter" key …
/frameworks/base/docs/html/videos/
Dindex.jd102 …// This accounts for, literally, "Google I/O 2009 -", which is (so far) the min AND max for proper…
/frameworks/base/docs/html/guide/topics/ui/
Ddialogs.jd386 …the total percentage completed so far or {@link android.app.ProgressDialog#incrementProgressBy(int…
387 with an incremental value to add to the total percentage completed so far.</li>
/frameworks/base/docs/html/guide/market/billing/
Dbilling_admin.jd185 of unmanaged items. Also, unmanaged items can be purchased multiple times as far as Android Market

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