Searched refs:_mvpMatrix (Results 1 – 16 of 16) sorted by relevance
160 _mvpMatrix = proj * model; in setupCameraPerspective()162 _frustum.setup(_mvpMatrix); in setupCameraPerspective()164 _mvpMatrix.transpose(); in setupCameraPerspective()
166 Math::Matrix4 getMvpMatrix() const { return _mvpMatrix; } in getMvpMatrix()186 Math::Matrix4 _mvpMatrix; variable
332 _cubeShader->setUniform("mvpMatrix", _mvpMatrix); in drawCube()378 _rect3dShader->setUniform("mvpMatrix", _mvpMatrix); in drawTexturedRect3D()
167 _mvpMatrix = proj * model; in setupCameraPerspective()169 _frustum.setup(_mvpMatrix); in setupCameraPerspective()171 _mvpMatrix.transpose(); in setupCameraPerspective()
323 _cubeShader->setUniform("mvpMatrix", _mvpMatrix); in drawCube()369 _rect3dShader->setUniform("mvpMatrix", _mvpMatrix); in drawTexturedRect3D()
200 _mvpMatrix = glGetUniformLocation(_program, "ModelViewProjectionMatrix"); in Init()280 glUniformMatrix4fv(_mvpMatrix, 1, GL_FALSE, proj); in Flush()
58 GLint _mvpMatrix; variable
70 Matrix3x2 _mvpMatrix; variable
221 _mvpMatrix = mProjection * (facingRotation * (mOffset * mScale)); in calculateBoundingRect()233 Matrix3x2 mStartMVP = mStart * _mvpMatrix; in calculateBoundingRect()234 Matrix3x2 mEndMVP = mEnd * _mvpMatrix; in calculateBoundingRect()391 _mvpMatrix in drawInWorld()
222 _mvpMatrix = mProjection * (facingRotation * (mOffset * mScale)); in calculateBoundingRect()234 Matrix3x2 mStartMVP = mStart * _mvpMatrix; in calculateBoundingRect()235 Matrix3x2 mEndMVP = mEnd * _mvpMatrix; in calculateBoundingRect()392 _mvpMatrix in drawInWorld()
256 Math::Matrix4 _mvpMatrix; variable
485 _mvpMatrix = projMatrix * _viewMatrix; in positionCamera()506 return _mvpMatrix; in getModelView()542 Math::Matrix4 mvpMatrix = _mvpMatrix * modelMatrix; in getScreenBoundingBox()
478 _mvpMatrix = projMatrix * _viewMatrix; in positionCamera()499 return _mvpMatrix; in getModelView()535 Math::Matrix4 mvpMatrix = _mvpMatrix * modelMatrix; in getScreenBoundingBox()