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Searched refs:MatrixRotationZ (Results 1 – 25 of 31) sorted by relevance

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/dports/devel/sdl20/SDL2-2.0.18/src/render/
H A DSDL_d3dmath.h68 Float4X4 MatrixRotationZ(float r);
H A DSDL_d3dmath.c118 Float4X4 MatrixRotationZ(float r) in MatrixRotationZ() function
/dports/emulators/mess/mame-mame0226/3rdparty/SDL2/src/render/
H A DSDL_d3dmath.h68 Float4X4 MatrixRotationZ(float r);
H A DSDL_d3dmath.c118 Float4X4 MatrixRotationZ(float r) in MatrixRotationZ() function
/dports/emulators/mame/mame-mame0226/3rdparty/SDL2/src/render/
H A DSDL_d3dmath.h68 Float4X4 MatrixRotationZ(float r);
H A DSDL_d3dmath.c118 Float4X4 MatrixRotationZ(float r) in MatrixRotationZ() function
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/SDL/src/render/
H A DSDL_d3dmath.h68 Float4X4 MatrixRotationZ(float r);
H A DSDL_d3dmath.c118 Float4X4 MatrixRotationZ(float r) in MatrixRotationZ() function
/dports/graphics/milton/milton-1.9.1/third_party/SDL2-2.0.8/src/render/
H A DSDL_d3dmath.h68 Float4X4 MatrixRotationZ(float r);
H A DSDL_d3dmath.c118 Float4X4 MatrixRotationZ(float r) in MatrixRotationZ() function
/dports/x11/controllermap/SDL2-2.0.18/src/render/
H A DSDL_d3dmath.h68 Float4X4 MatrixRotationZ(float r);
H A DSDL_d3dmath.c118 Float4X4 MatrixRotationZ(float r) in MatrixRotationZ() function
/dports/emulators/mess/mame-mame0226/3rdparty/SDL2/src/render/direct3d11/
H A DSDL_render_d3d11.c2221 projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); in D3D11_UpdateViewport()
2224 projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); in D3D11_UpdateViewport()
2227 projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); in D3D11_UpdateViewport()
2777 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D11_RenderCopyEx()
/dports/emulators/mame/mame-mame0226/3rdparty/SDL2/src/render/direct3d11/
H A DSDL_render_d3d11.c2221 projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); in D3D11_UpdateViewport()
2224 projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); in D3D11_UpdateViewport()
2227 projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); in D3D11_UpdateViewport()
2777 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D11_RenderCopyEx()
/dports/graphics/milton/milton-1.9.1/third_party/SDL2-2.0.8/src/render/direct3d11/
H A DSDL_render_d3d11.c1736 projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); in D3D11_UpdateViewport()
1739 projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); in D3D11_UpdateViewport()
1742 projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); in D3D11_UpdateViewport()
2351 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D11_RenderCopyEx()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/SDL/src/render/direct3d11/
H A DSDL_render_d3d11.c2221 projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); in D3D11_UpdateViewport()
2224 projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); in D3D11_UpdateViewport()
2227 projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); in D3D11_UpdateViewport()
2777 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D11_RenderCopyEx()
/dports/x11/controllermap/SDL2-2.0.18/src/render/direct3d11/
H A DSDL_render_d3d11.c1804 projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); in D3D11_UpdateViewport()
1807 projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); in D3D11_UpdateViewport()
1810 projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); in D3D11_UpdateViewport()
/dports/devel/sdl20/SDL2-2.0.18/src/render/direct3d11/
H A DSDL_render_d3d11.c1804 projection = MatrixRotationZ(SDL_static_cast(float, M_PI * 0.5f)); in D3D11_UpdateViewport()
1807 projection = MatrixRotationZ(SDL_static_cast(float, M_PI)); in D3D11_UpdateViewport()
1810 projection = MatrixRotationZ(SDL_static_cast(float, -M_PI * 0.5f)); in D3D11_UpdateViewport()
/dports/devel/bullet/bullet3-3.21/examples/Experiments/ImplicitCloth/stan/
H A Dvecmath.h461 float4x4 MatrixRotationZ(const float angle_radians);
H A Dvecmath.cpp286 float4x4 MatrixRotationZ(const float angle_radians) in MatrixRotationZ() function
/dports/devel/py-bullet3/bullet3-3.21/examples/Experiments/ImplicitCloth/stan/
H A Dvecmath.h461 float4x4 MatrixRotationZ(const float angle_radians);
H A Dvecmath.cpp286 float4x4 MatrixRotationZ(const float angle_radians) in MatrixRotationZ() function
/dports/emulators/mess/mame-mame0226/3rdparty/SDL2/src/render/direct3d/
H A DSDL_render_d3d.c1783 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D_RenderCopyEx()
/dports/emulators/mame/mame-mame0226/3rdparty/SDL2/src/render/direct3d/
H A DSDL_render_d3d.c1783 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D_RenderCopyEx()
/dports/graphics/urho3d/Urho3D-1.7.1/Source/ThirdParty/SDL/src/render/direct3d/
H A DSDL_render_d3d.c1783 MatrixRotationZ((float)(M_PI * (float) angle / 180.0f)), in D3D_RenderCopyEx()

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