Lines Matching defs:view
4 // The program uses a "split window" view, rendering four views of the
40 // Active view: 0 = none, 1 = upper left, 2 = upper right, 3 = lower left,
137 // Set model material (used for perspective view, lighting enabled)
157 mat4x4 view;
165 // Setup modelview matrix (flat XY view)
170 mat4x4_look_at(view, eye, center, up);
172 glLoadMatrixf((const GLfloat*) view);
222 mat4x4 view, projection;
256 // Upper left view (TOP VIEW)
264 mat4x4_look_at( view, eye, center, up );
266 glLoadMatrixf((const GLfloat*) view);
270 // Lower left view (FRONT VIEW)
278 mat4x4_look_at( view, eye, center, up );
280 glLoadMatrixf((const GLfloat*) view);
284 // Lower right view (SIDE VIEW)
292 mat4x4_look_at( view, eye, center, up );
294 glLoadMatrixf((const GLfloat*) view);
304 // For perspective view, use solid rendering
320 // Upper right view (PERSPECTIVE VIEW)
328 mat4x4_look_at( view, eye, center, up );
330 glLoadMatrixf((const GLfloat*) view);
355 // Draw a border around the active view
422 // Depending on which view was selected, rotate around different axes
441 // Do nothing for perspective view, or if no view is selected
468 // Deselect any previously selected view
500 window = glfwCreateWindow(500, 500, "Split view demo", NULL, NULL);