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/dports/misc/openmvg/openMVG-2.0/src/openMVG/geometry/
H A Dfrustum.cpp20 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 …]
/dports/graphics/open3d/Open3D-0.2/src/Visualization/Utility/
H A DGLHelper.cpp56 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()
H A DGLHelper.h46 double z_far);
49 double z_near, double z_far);
/dports/graphics/py-open3d-python/Open3D-0.2/src/Visualization/Utility/
H A DGLHelper.cpp56 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()
H A DGLHelper.h46 double z_far);
49 double z_near, double z_far);
/dports/devel/boost-docs/boost_1_72_0/libs/qvm/test/
H A Dprojection_test.cpp14 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()
/dports/devel/boost-python-libs/boost_1_72_0/libs/qvm/test/
H A Dprojection_test.cpp14 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()
/dports/devel/boost-libs/boost_1_72_0/libs/qvm/test/
H A Dprojection_test.cpp14 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()
/dports/devel/hyperscan/boost_1_75_0/libs/qvm/test/
H A Dprojection_test.cpp14 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()
/dports/misc/openmvg/openMVG-2.0/src/software/SfM/
H A Dmain_FrustumFiltering.cpp52 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()
/dports/devel/godot/godot-3.2.3-stable/drivers/gles3/shaders/
H A Dcube_to_dp.glsl24 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;
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles3/shaders/
H A Dcube_to_dp.glsl24 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;
/dports/devel/godot-tools/godot-3.2.3-stable/drivers/gles2/shaders/
H A Dcube_to_dp.glsl47 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;
/dports/devel/godot/godot-3.2.3-stable/drivers/gles2/shaders/
H A Dcube_to_dp.glsl47 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;
/dports/misc/openmvg/openMVG-2.0/src/software/SfM/export/
H A Dmain_ExportCameraFrustums.cpp36 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()
/dports/graphics/open3d/Open3D-0.2/src/Visualization/Visualizer/
H A DVisualizerRender.cpp265 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()
/dports/graphics/py-open3d-python/Open3D-0.2/src/Visualization/Visualizer/
H A DVisualizerRender.cpp265 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()
/dports/graphics/cluttermm/cluttermm-1.17.3/clutter/src/
H A Dstage.ccg23 Perspective::Perspective(float fovy, float aspect, float z_near, float z_far)
28 gobject_.z_far = z_far;
/dports/graphics/cogl/cogl-1.22.8/cogl/
H A Dcogl.c289 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()
H A Dcogl1-context.h176 float z_far);
205 float z_far);
532 float z_far);
/dports/x11-wm/muffin/muffin-4.8.0/cogl/cogl/
H A Dcogl.c289 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()
H A Dcogl1-context.h176 float z_far);
205 float z_far);
532 float z_far);
/dports/graphics/graphene/graphene-1.10.6/include/
H A Dgraphene-simd4x4f.h564 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()
/dports/math/geogram/geogram-1.7.7/src/lib/third_party/glfw/examples/
H A Dheightmap.c84 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()
/dports/graphics/bonzomatic/Bonzomatic-2021-03-07/external/glfw/examples/
H A Dheightmap.c84 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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