/third_party/glfw/examples/ |
H A D | splitview.c | 167 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() [all...] |
H A D | boing.c | 232 vec3 eye = { 0.f, 0.f, VIEW_SCENE_DIST }; in reshape() local 235 mat4x4_look_at( view, eye, center, up ); in reshape()
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/third_party/skia/docs/examples/ |
H A D | Image_encodeToData_2.cpp | 10 sk_sp<SkImage> eye = SkImage::MakeFromEncoded(data)->makeSubset(subset); in REG_FIDDLE() local 11 canvas->drawImage(eye, 0, 0); in REG_FIDDLE()
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/third_party/mesa3d/src/mesa/main/ |
H A D | rastpos.c | 284 * \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() [all...] |
H A D | ffvertex_prog.c | 769 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() [all...] |
/third_party/node/test/parallel/ |
H A D | test-repl.js | 436 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 \''
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/third_party/skia/third_party/externals/oboe/samples/RhythmGame/third_party/glm/gtc/ |
H A D | matrix_transform.hpp | 15 /// 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,
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/third_party/skia/third_party/externals/d3d12allocator/src/ |
H A D | Common.h | 304 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()
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/third_party/glfw/deps/ |
H A D | linmath.h | 404 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]);
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/third_party/skia/src/core/ |
H A D | SkM44.cpp | 348 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()
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/third_party/skia/include/core/ |
H A D | SkM44.h | 232 static SkM44 LookAt(const SkV3& eye, const SkV3& center, const SkV3& up);
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/third_party/rust/crates/libc/src/ |
H A D | psp.rs | 3682 pub fn sceGumLookAt(eye: &ScePspFVector3, center: &ScePspFVector3, up: &ScePspFVector3); in sceGumLookAt()
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