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Searched defs:eye (Results 1 – 12 of 12) sorted by relevance

/third_party/flutter/glfw/examples/
Dsplitview.c165 vec3 eye = { 0.f, 0.f, 1.f }; in drawGrid() local
259 vec3 eye = { 0.f, 10.f, 1e-3f }; in drawAllViews() local
273 vec3 eye = { 0.f, 0.f, 10.f }; in drawAllViews() local
287 vec3 eye = { 10.f, 0.f, 0.f }; in drawAllViews() local
323 vec3 eye = { 3.f, 1.5f, 3.f }; in drawAllViews() local
Dboing.c230 vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST }; in reshape() local
/third_party/skia/docs/examples/
DImage_encodeToData_2.cpp10 sk_sp<SkImage> eye = SkImage::MakeFromEncoded(data)->makeSubset(subset); in draw() local
/third_party/flutter/skia/docs/examples/
DImage_encodeToData_2.cpp10 sk_sp<SkImage> eye = SkImage::MakeFromEncoded(data, &subset); in draw() local
/third_party/skia/modules/canvaskit/tests/
Dmatrix.spec.js193 'eye' : [0, 0, 1 / Math.tan(camAngle/2) - 1], property
/third_party/flutter/skia/src/utils/
DSk3D.cpp24 void Sk3LookAt(SkMatrix44* dst, const SkPoint3& eye, const SkPoint3& center, const SkPoint3& up) { in Sk3LookAt()
/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/
Dmatrix_transform.inl511 …GLM_FUNC_QUALIFIER tmat4x4<T, P> lookAt(tvec3<T, P> const & eye, tvec3<T, P> const & center, tvec3…
523 tvec3<T, P> const & eye,
551 tvec3<T, P> const & eye,
/third_party/mesa3d/src/mesa/main/
Dffvertex_prog.c769 struct ureg eye = get_eye_position(p); in get_eye_position_normalized() local
1534 struct ureg eye = get_eye_position(p); in build_texture_transform() local
1607 struct ureg eye = get_eye_position_z(p); in build_atten_pointsize() local
Drastpos.c408 GLfloat eye[4], clip[4], ndc[3], d; in _mesa_RasterPos() local
/third_party/skia/src/core/
DSkM44.cpp348 SkM44 SkM44::LookAt(const SkV3& eye, const SkV3& center, const SkV3& up) { in LookAt()
/third_party/flutter/glfw/deps/
Dlinmath.h383 static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) in mat4x4_look_at()
/third_party/skia/modules/canvaskit/npm_build/types/
Dindex.d.ts513 eye: Vector3; property