Searched refs:actualZFar (Results 1 – 2 of 2) sorted by relevance
1079 float actualZFar = gl::clamp01(zFar); in setViewport() local1087 actualZFar = 1.0f; in setViewport()1096 dxViewport.MaxZ = actualZFar; in setViewport()1106 … actualZNear != mCurNear || actualZFar != mCurFar || mCurDepthFront != depthFront; in setViewport()1113 mCurFar = actualZFar; in setViewport()1129 pc.depthFront[0] = (actualZFar - actualZNear) * 0.5f; in setViewport()1130 pc.depthFront[1] = (actualZNear + actualZFar) * 0.5f; in setViewport()1134 vc.depthRange[1] = actualZFar; in setViewport()1135 vc.depthRange[2] = actualZFar - actualZNear; in setViewport()1138 pc.depthRange[1] = actualZFar; in setViewport()[all …]
769 float actualZFar = gl::clamp01(zFar); in setViewport() local777 actualZFar = 1.0f; in setViewport()792 dxViewport.MaxDepth = actualZFar; in setViewport()800 actualZNear != mCurNear || actualZFar != mCurFar; in setViewport()808 mCurFar = actualZFar; in setViewport()815 mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; in setViewport()816 mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; in setViewport()819 mVertexConstants.depthRange[1] = actualZFar; in setViewport()820 mVertexConstants.depthRange[2] = actualZFar - actualZNear; in setViewport()823 mPixelConstants.depthRange[1] = actualZFar; in setViewport()[all …]