/dports/misc/openmvg/openMVG-2.0/src/openMVG/geometry/ |
H A D | frustum.cpp | 20 z_far ( -1. ) in Frustum() 33 z_far ( -1. ) in Frustum() 65 z_far ( zFar ) in Frustum() 72 cones[1] = Rt * ( z_far * ( Kinv * Vec3( 0, 0, 1.0 ) ) ) + C; in Frustum() 73 cones[2] = Rt * ( z_far * ( Kinv * Vec3( w, 0, 1.0 ) ) ) + C; in Frustum() 74 cones[3] = Rt * ( z_far * ( Kinv * Vec3( w, h, 1.0 ) ) ) + C; in Frustum() 75 cones[4] = Rt * ( z_far * ( Kinv * Vec3( 0, h, 1.0 ) ) ) + C; in Frustum() 102 z_far = zFar; in Frustum() 122 points.push_back( Rt * ( z_far * ( Kinv * Vec3( 0, 0, 1.0 ) ) ) + C ); in Frustum() 123 points.push_back( Rt * ( z_far * ( Kinv * Vec3( w, 0, 1.0 ) ) ) + C ); in Frustum() [all …]
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/dports/graphics/open3d/Open3D-0.2/src/Visualization/Utility/ |
H A D | GLHelper.cpp | 56 double z_near, double z_far) in Perspective() argument 63 mat(2, 2) = -(z_far + z_near) / (z_far - z_near); in Perspective() 65 mat(2, 3) = -2.0 * z_far * z_near / (z_far - z_near); in Perspective() 70 double z_near, double z_far) in Ortho() argument 75 mat(2, 2) = -2.0 / (z_far - z_near); in Ortho() 78 mat(2, 3) = -(z_far + z_near) / (z_far - z_near); in Ortho()
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H A D | GLHelper.h | 46 double z_far); 49 double z_near, double z_far);
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/dports/graphics/py-open3d-python/Open3D-0.2/src/Visualization/Utility/ |
H A D | GLHelper.cpp | 56 double z_near, double z_far) in Perspective() argument 63 mat(2, 2) = -(z_far + z_near) / (z_far - z_near); in Perspective() 65 mat(2, 3) = -2.0 * z_far * z_near / (z_far - z_near); in Perspective() 70 double z_near, double z_far) in Ortho() argument 75 mat(2, 2) = -2.0 / (z_far - z_near); in Ortho() 78 mat(2, 3) = -(z_far + z_near) / (z_far - z_near); in Ortho()
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H A D | GLHelper.h | 46 double z_far); 49 double z_near, double z_far);
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/dports/devel/boost-docs/boost_1_72_0/libs/qvm/test/ |
H A D | projection_test.cpp | 14 test_perspective_lh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_lh() argument 17 test_qvm::matrix<M1,4,4> const m=perspective_lh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 18 test_qvm::matrix_perspective_lh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 24 test_perspective_rh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_rh() argument 27 test_qvm::matrix<M1,4,4> const m=perspective_rh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh() 28 test_qvm::matrix_perspective_rh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh()
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/dports/devel/boost-python-libs/boost_1_72_0/libs/qvm/test/ |
H A D | projection_test.cpp | 14 test_perspective_lh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_lh() argument 17 test_qvm::matrix<M1,4,4> const m=perspective_lh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 18 test_qvm::matrix_perspective_lh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 24 test_perspective_rh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_rh() argument 27 test_qvm::matrix<M1,4,4> const m=perspective_rh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh() 28 test_qvm::matrix_perspective_rh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh()
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/dports/devel/boost-libs/boost_1_72_0/libs/qvm/test/ |
H A D | projection_test.cpp | 14 test_perspective_lh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_lh() argument 17 test_qvm::matrix<M1,4,4> const m=perspective_lh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 18 test_qvm::matrix_perspective_lh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 24 test_perspective_rh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_rh() argument 27 test_qvm::matrix<M1,4,4> const m=perspective_rh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh() 28 test_qvm::matrix_perspective_rh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh()
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/dports/devel/hyperscan/boost_1_75_0/libs/qvm/test/ |
H A D | projection_test.cpp | 14 test_perspective_lh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_lh() argument 17 test_qvm::matrix<M1,4,4> const m=perspective_lh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 18 test_qvm::matrix_perspective_lh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_lh() 24 test_perspective_rh( T fov_y, T aspect_ratio, T z_near, T z_far ) in test_perspective_rh() argument 27 test_qvm::matrix<M1,4,4> const m=perspective_rh(fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh() 28 test_qvm::matrix_perspective_rh(m.b,fov_y,aspect_ratio,z_near,z_far); in test_perspective_rh()
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/dports/misc/openmvg/openMVG-2.0/src/software/SfM/ |
H A D | main_FrustumFiltering.cpp | 52 const double z_far = -1., // default far plane in BuildPairsFromFrustumsIntersections() argument 55 const Frustum_Filter frustum_filter(sfm_data, z_near, z_far); in BuildPairsFromFrustumsIntersections() 76 double z_far = -1.; in main() local 81 cmd.add( make_option('f', z_far, "z_far") ); in main() 111 …const Pair_Set pairs = BuildPairsFromFrustumsIntersections(sfm_data, z_near, z_far, stlplus::folde… in main()
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/dports/devel/godot/godot-3.2.3-stable/drivers/gles3/shaders/ |
H A D | cube_to_dp.glsl | 24 uniform highp float z_far; 77 float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); 78 gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
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/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles3/shaders/ |
H A D | cube_to_dp.glsl | 24 uniform highp float z_far; 77 float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); 78 gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
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/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles2/shaders/ |
H A D | cube_to_dp.glsl | 47 uniform highp float z_far; 100 float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); 101 gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
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/dports/devel/godot/godot-3.2.3-stable/drivers/gles2/shaders/ |
H A D | cube_to_dp.glsl | 47 uniform highp float z_far; 100 float linear_depth = 2.0 * z_near * z_far / (z_far + z_near - depth * (z_far - z_near)); 101 gl_FragDepth = (linear_depth * depth_fix + bias) / z_far;
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/dports/misc/openmvg/openMVG-2.0/src/software/SfM/export/ |
H A D | main_ExportCameraFrustums.cpp | 36 double z_far = -1.; in main() local 41 cmd.add( make_option('f', z_far, "z_far") ); in main() 76 const Frustum_Filter frustum_filter(sfm_data, z_near, z_far); in main()
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/dports/graphics/open3d/Open3D-0.2/src/Visualization/Visualizer/ |
H A D | VisualizerRender.cpp | 265 double z_far = view_control_ptr_->GetZFar(); in CaptureDepthFloatBuffer() local 278 double z_depth = 2.0 * z_near * z_far / in CaptureDepthFloatBuffer() 279 (z_far + z_near - (2.0 * (double)p_depth[j] - 1.0) * in CaptureDepthFloatBuffer() 280 (z_far - z_near)); in CaptureDepthFloatBuffer() 337 double z_far = view_control_ptr_->GetZFar(); in CaptureDepthImage() local 350 double z_depth = 2.0 * z_near * z_far / in CaptureDepthImage() 351 (z_far + z_near - (2.0 * (double)p_depth[j] - 1.0) * in CaptureDepthImage() 352 (z_far - z_near)); in CaptureDepthImage()
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/dports/graphics/py-open3d-python/Open3D-0.2/src/Visualization/Visualizer/ |
H A D | VisualizerRender.cpp | 265 double z_far = view_control_ptr_->GetZFar(); in CaptureDepthFloatBuffer() local 278 double z_depth = 2.0 * z_near * z_far / in CaptureDepthFloatBuffer() 279 (z_far + z_near - (2.0 * (double)p_depth[j] - 1.0) * in CaptureDepthFloatBuffer() 280 (z_far - z_near)); in CaptureDepthFloatBuffer() 337 double z_far = view_control_ptr_->GetZFar(); in CaptureDepthImage() local 350 double z_depth = 2.0 * z_near * z_far / in CaptureDepthImage() 351 (z_far + z_near - (2.0 * (double)p_depth[j] - 1.0) * in CaptureDepthImage() 352 (z_far - z_near)); in CaptureDepthImage()
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/dports/graphics/cluttermm/cluttermm-1.17.3/clutter/src/ |
H A D | stage.ccg | 23 Perspective::Perspective(float fovy, float aspect, float z_near, float z_far) 28 gobject_.z_far = z_far;
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/dports/graphics/cogl/cogl-1.22.8/cogl/ |
H A D | cogl.c | 289 float z_far) in cogl_set_fog() argument 301 ctx->legacy_fog_state.z_far = z_far; in cogl_set_fog() 468 float z_far) in cogl_perspective() argument 471 fov_y, aspect, z_near, z_far); in cogl_perspective() 480 float z_far) in cogl_frustum() argument 483 left, right, bottom, top, z_near, z_far); in cogl_frustum()
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H A D | cogl1-context.h | 176 float z_far); 205 float z_far); 532 float z_far);
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/dports/x11-wm/muffin/muffin-4.8.0/cogl/cogl/ |
H A D | cogl.c | 289 float z_far) in cogl_set_fog() argument 301 ctx->legacy_fog_state.z_far = z_far; in cogl_set_fog() 468 float z_far) in cogl_perspective() argument 471 fov_y, aspect, z_near, z_far); in cogl_perspective() 480 float z_far) in cogl_frustum() argument 483 left, right, bottom, top, z_near, z_far); in cogl_frustum()
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H A D | cogl1-context.h | 176 float z_far); 205 float z_far); 532 float z_far);
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/dports/graphics/graphene/graphene-1.10.6/include/ |
H A D | graphene-simd4x4f.h | 564 float z_far) in graphene_simd4x4f_init_perspective() argument 566 float delta_z = z_far - z_near; in graphene_simd4x4f_init_perspective() 571 float c = -(z_far + z_near) / delta_z; in graphene_simd4x4f_init_perspective() 572 float d = -2 * z_near * z_far / delta_z; in graphene_simd4x4f_init_perspective() 601 float z_far) in graphene_simd4x4f_init_ortho() argument 605 float delta_z = z_far - z_near; in graphene_simd4x4f_init_ortho() 612 float f = -(z_far + z_near) / delta_z; in graphene_simd4x4f_init_ortho() 702 float z_far) in graphene_simd4x4f_init_frustum() argument 709 float c = -1.f * (z_far + z_near) / (z_far - z_near); in graphene_simd4x4f_init_frustum() 710 float d = -2.f * z_far * z_near / (z_far - z_near); in graphene_simd4x4f_init_frustum()
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/dports/math/geogram/geogram-1.7.7/src/lib/third_party/glfw/examples/ |
H A D | heightmap.c | 84 static GLfloat z_far = 100.f; variable 455 projection_matrix[10] = (z_far + z_near)/ (z_near - z_far); in main() 457 projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far); in main()
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/dports/graphics/bonzomatic/Bonzomatic-2021-03-07/external/glfw/examples/ |
H A D | heightmap.c | 84 static GLfloat z_far = 100.f; variable 455 projection_matrix[10] = (z_far + z_near)/ (z_near - z_far); in main() 457 projection_matrix[14] = 2.0f * (z_far * z_near) / (z_near - z_far); in main()
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