Searched refs:eye_world (Results 1 – 4 of 4) sorted by relevance
158 osg::Vec3d eye_world = eye * osg::Matrix::inverse(_camera->getViewMatrix()); in updatePosition() local161 osg::Vec3d normal = farpoint_world-eye_world; in updatePosition()164 osg::Vec3d cursorPosition = eye_world + normal * distance; in updatePosition()
386 Vec3 eye_world(0.0,0.0,0.0); in createImpostorSprite() local420 float znear = (near_world-eye_world).length(); in createImpostorSprite()421 float zfar = (far_world-eye_world).length(); in createImpostorSprite()434 float ratio = znear/(center_world-eye_world).length(); in createImpostorSprite()