Searched refs:fov_y (Results 1 – 3 of 3) sorted by relevance
216 void Perspective(float fov_y, float aspect, float near_z, float far_z) { in Perspective() argument217 GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z; in Perspective()
232 void Perspective(float fov_y, float aspect, float near_z, float far_z) { in Perspective() argument233 GLfloat frustum_h = tanf(fov_y / 360.0f * kPi) * near_z; in Perspective()