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Searched refs:eye (Results 1 - 12 of 12) sorted by relevance

/third_party/glfw/examples/
H A Dsplitview.c167 vec3 eye = { 0.f, 0.f, 1.f }; in drawGrid() local
170 mat4x4_look_at(view, eye, center, up); in drawGrid()
261 vec3 eye = { 0.f, 10.f, 1e-3f }; in drawAllViews() local
264 mat4x4_look_at( view, eye, center, up ); in drawAllViews()
275 vec3 eye = { 0.f, 0.f, 10.f }; in drawAllViews() local
278 mat4x4_look_at( view, eye, center, up ); in drawAllViews()
289 vec3 eye = { 10.f, 0.f, 0.f }; in drawAllViews() local
292 mat4x4_look_at( view, eye, center, up ); in drawAllViews()
325 vec3 eye = { 3.f, 1.5f, 3.f }; in drawAllViews() local
328 mat4x4_look_at( view, eye, cente in drawAllViews()
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H A Dboing.c232 vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST }; in reshape() local
235 mat4x4_look_at( view, eye, center, up ); in reshape()
/third_party/skia/docs/examples/
H A DImage_encodeToData_2.cpp10 sk_sp<SkImage> eye = SkImage::MakeFromEncoded(data)->makeSubset(subset); in REG_FIDDLE() local
11 canvas->drawImage(eye, 0, 0); in REG_FIDDLE()
/third_party/mesa3d/src/mesa/main/
H A Drastpos.c284 * \param vEye eye-space vertex coordinate
408 GLfloat eye[4], clip[4], ndc[3], d; in _mesa_RasterPos() local
413 /* apply modelview matrix: eye = MV * obj */ in _mesa_RasterPos()
414 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj ); in _mesa_RasterPos()
415 /* apply projection matrix: clip = Proj * eye */ in _mesa_RasterPos()
416 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); in _mesa_RasterPos()
479 sqrtf( eye[0]*eye[0] + eye[1]*eye[ in _mesa_RasterPos()
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H A Dffvertex_prog.c769 struct ureg eye = get_eye_position(p); in get_eye_position_normalized() local
771 emit_normalize_vec3(p, p->eye_position_normalized, eye); in get_eye_position_normalized()
797 /* Transform to eye space: in get_transformed_normal()
810 /* This is already adjusted for eye/non-eye rendering: in get_transformed_normal()
1038 * space - STATE_SPOT_DIRECTION and STATE_HALF_VECTOR implicitly assume eye
1534 struct ureg eye = get_eye_position(p); in build_texture_transform() local
1540 eye, plane ); in build_texture_transform()
1607 struct ureg eye = get_eye_position_z(p); in build_atten_pointsize() local
1614 emit_op1(p, OPCODE_ABS, ut, WRITEMASK_Y, swizzle1(eye, in build_atten_pointsize()
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/third_party/node/test/parallel/
H A Dtest-repl.js436 send: '\'the \\\n fourth\t\t\\\n eye \'',
437 expect: '... ... \'the fourth\\t\\t eye \''
441 send: '\'the \\\n fourth\' + \'\t\t\\\n eye \'',
442 expect: '... ... \'the fourth\\t\\t eye \''
/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/
H A Dmatrix_transform.hpp15 /// space into the specific eye space that the projective matrix functions
17 /// specifications defines the particular layout of this eye space.
425 /// @param eye Position of the camera
432 tvec3<T, P> const & eye,
438 /// @param eye Position of the camera
445 tvec3<T, P> const & eye,
451 /// @param eye Position of the camera
458 tvec3<T, P> const & eye,
/third_party/skia/third_party/externals/d3d12allocator/src/
H A DCommon.h304 static mat4 LookAt(vec3 at, vec3 eye, vec3 up) in LookAt()
306 vec3 zAxis = (at - eye).Normalized(); in LookAt()
313 -Dot(xAxis, eye), -Dot(yAxis, eye), -Dot(zAxis, eye), 1.0f); in LookAt()
/third_party/glfw/deps/
H A Dlinmath.h404 LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, vec3 const up)
413 vec3_sub(f, center, eye);
443 mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
/third_party/skia/src/core/
H A DSkM44.cpp348 SkM44 SkM44::LookAt(const SkV3& eye, const SkV3& center, const SkV3& up) { in LookAt() argument
349 SkV3 f = normalize(center - eye); in LookAt()
354 if (!SkM44::Cols(v4(s, 0), v4(s.cross(f), 0), v4(-f, 0), v4(eye, 1)).invert(&m)) { in LookAt()
/third_party/skia/include/core/
H A DSkM44.h232 static SkM44 LookAt(const SkV3& eye, const SkV3& center, const SkV3& up);
/third_party/rust/crates/libc/src/
H A Dpsp.rs3682 pub fn sceGumLookAt(eye: &ScePspFVector3, center: &ScePspFVector3, up: &ScePspFVector3); in sceGumLookAt()

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