Searched defs:eye (Results 1 – 10 of 10) sorted by relevance
| /third_party/glfw/examples/ |
| D | splitview.c | 167 vec3 eye = { 0.f, 0.f, 1.f }; in drawGrid() local 261 vec3 eye = { 0.f, 10.f, 1e-3f }; in drawAllViews() local 275 vec3 eye = { 0.f, 0.f, 10.f }; in drawAllViews() local 289 vec3 eye = { 10.f, 0.f, 0.f }; in drawAllViews() local 325 vec3 eye = { 3.f, 1.5f, 3.f }; in drawAllViews() local
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| D | boing.c | 232 vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST }; in reshape() local
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| /third_party/skia/docs/examples/ |
| D | Image_encodeToData_2.cpp | 10 sk_sp<SkImage> eye = SkImage::MakeFromEncoded(data)->makeSubset(subset); in draw() local
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| /third_party/skia/modules/canvaskit/tests/ |
| D | matrix.spec.js | 193 'eye' : [0, 0, 1 / Math.tan(camAngle/2) - 1], property
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| /third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/ |
| D | matrix_transform.inl | 511 …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,
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| /third_party/mesa3d/src/mesa/main/ |
| D | ffvertex_prog.c | 769 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
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| D | rastpos.c | 408 GLfloat eye[4], clip[4], ndc[3], d; in _mesa_RasterPos() local
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| /third_party/skia/src/core/ |
| D | SkM44.cpp | 348 SkM44 SkM44::LookAt(const SkV3& eye, const SkV3& center, const SkV3& up) { in LookAt()
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| /third_party/glfw/deps/ |
| D | linmath.h | 404 LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, vec3 const up) in mat4x4_look_at()
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| /third_party/skia/modules/canvaskit/npm_build/types/ |
| D | index.d.ts | 513 eye: Vector3; property
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