/frameworks/base/libs/rs/scriptc/ |
D | rs_math.rsh | 99 * @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) { [all …]
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D | rs_matrix.rsh | 240 * @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);
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/frameworks/base/libs/rs/ |
D | rsMatrix4x4.cpp | 272 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()
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D | rsRuntime.h | 203 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);
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D | rsMatrix4x4.h | 49 void loadPerspective(float fovy, float aspect, float near, float far);
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/frameworks/base/opengl/java/android/opengl/ |
D | Matrix.java | 264 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()
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D | GLErrorWrapper.java | 231 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() [all …]
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D | GLLogWrapper.java | 1461 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 [all …]
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/frameworks/base/tests/RenderScriptTests/ShadersTest/res/raw/ |
D | depth_fs.glsl | 4 // Near and far planes from the projection
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/frameworks/base/libs/hwui/ |
D | Matrix.cpp | 287 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()
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D | Matrix.h | 79 void loadOrtho(float left, float right, float bottom, float top, float near, float far);
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/frameworks/base/graphics/java/android/renderscript/ |
D | Matrix4f.java | 283 public void loadPerspective(float fovy, float aspect, float near, float far) { in loadPerspective() argument 288 loadFrustum(left, right, bottom, top, near, far); in loadPerspective()
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/frameworks/base/libs/rs/driver/ |
D | rsdRuntimeMath.cpp | 223 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()
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/frameworks/base/docs/html/guide/webapps/ |
D | best-practices.jd | 71 <p>Because mobile devices typically have a connection speed far slower than a desktop
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/frameworks/base/opengl/libagl/ |
D | matrix.cpp | 703 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()
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/frameworks/ex/carousel/java/com/android/ex/carousel/ |
D | carousel.rs | 66 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);
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/frameworks/base/docs/html/resources/articles/ |
D | touch-mode.jd | 23 the consequences of entering touch mode are far greater than you might
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D | multitasking-android-way.jd | 51 <p>So far, we have a way for applications to implicitly do work in the background, as long as the p…
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D | wikinotes-intents.jd | 169 <p>So far Android has been able to find a ContentProvider that handles
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/frameworks/base/docs/html/guide/topics/search/ |
D | adding-recent-query-suggestions.jd | 77 <li>The system takes the search query text (whatever has been typed so far) and performs a
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D | adding-custom-suggestions.jd | 53 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
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/frameworks/base/docs/html/guide/tutorials/views/ |
D | hello-formstuff.jd | 73 <p>A text field for user input. We'll make it display the text entered so far when the "Enter" key …
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/frameworks/base/docs/html/videos/ |
D | index.jd | 102 …// This accounts for, literally, "Google I/O 2009 -", which is (so far) the min AND max for proper…
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/frameworks/base/docs/html/guide/topics/ui/ |
D | dialogs.jd | 386 …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>
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/frameworks/base/docs/html/guide/market/billing/ |
D | billing_admin.jd | 185 of unmanaged items. Also, unmanaged items can be purchased multiple times as far as Android Market
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