/dports/games/supertuxkart/SuperTuxKart-1.2-src/src/graphics/ |
H A D | shadow_matrices.cpp | 253 frustrum->getFarLeftDown().X, in computeMatrixesAndCameras() 254 frustrum->getFarLeftDown().Y, in computeMatrixesAndCameras() 256 frustrum->getFarLeftUp().X, in computeMatrixesAndCameras() 257 frustrum->getFarLeftUp().Y, in computeMatrixesAndCameras() 258 frustrum->getFarLeftUp().Z, in computeMatrixesAndCameras() 262 frustrum->getFarRightUp().X, in computeMatrixesAndCameras() 263 frustrum->getFarRightUp().Y, in computeMatrixesAndCameras() 264 frustrum->getFarRightUp().Z, in computeMatrixesAndCameras() 268 frustrum->getNearLeftUp().X, in computeMatrixesAndCameras() 269 frustrum->getNearLeftUp().Y, in computeMatrixesAndCameras() [all …]
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/dports/games/openspades/openspades-0.1.3/Sources/Draw/ |
H A D | GLBasicShadowMapRenderer.cpp | 146 Vector3 frustrum[8]; in BuildMatrix() local 150 frustrum[0] = FrustrumCoord(def, tanX, tanY, near); in BuildMatrix() 154 frustrum[4] = FrustrumCoord(def, tanX, tanY, far); in BuildMatrix() 155 frustrum[5] = FrustrumCoord(def, tanX, -tanY, far); in BuildMatrix() 156 frustrum[6] = FrustrumCoord(def, -tanX, tanY, far); in BuildMatrix() 161 minX = maxX = Vector3::Dot(frustrum[0], side); in BuildMatrix() 162 minY = maxY = Vector3::Dot(frustrum[0], up); in BuildMatrix() 164 float x = Vector3::Dot(frustrum[i], side); in BuildMatrix() 165 float y = Vector3::Dot(frustrum[i], up); in BuildMatrix() 186 seg += Vector3::Dot(frustrum[i], lightDir); in BuildMatrix() [all …]
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H A D | GLRenderer.cpp | 419 frustrum[1] = frustrum[0].Flipped(); in BuildFrustrum() 420 frustrum[0].w -= sceneDef.zNear; in BuildFrustrum() 421 frustrum[1].w += sceneDef.zFar; in BuildFrustrum() 428 frustrum[2] = Plane3::PlaneWithPointOnPlane( in BuildFrustrum() 430 frustrum[3] = Plane3::PlaneWithPointOnPlane( in BuildFrustrum() 1255 return PlaneCullTest(frustrum[0], bx) && PlaneCullTest(frustrum[1], bx) && in BoxFrustrumCull() 1256 PlaneCullTest(frustrum[2], bx) && PlaneCullTest(frustrum[3], bx) && in BoxFrustrumCull() 1257 PlaneCullTest(frustrum[4], bx) && PlaneCullTest(frustrum[5], bx); in BoxFrustrumCull() 1259 return PlaneCullTest(frustrum[0], box) && PlaneCullTest(frustrum[1], box) && in BoxFrustrumCull() 1260 PlaneCullTest(frustrum[2], box) && PlaneCullTest(frustrum[3], box) && in BoxFrustrumCull() [all …]
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H A D | GLSparseShadowMapRenderer.cpp | 163 Vector3 frustrum[8]; in BuildMatrix() local 167 frustrum[0] = FrustrumCoord(def, tanX, tanY, near); in BuildMatrix() 171 frustrum[4] = FrustrumCoord(def, tanX, tanY, far); in BuildMatrix() 172 frustrum[5] = FrustrumCoord(def, tanX, -tanY, far); in BuildMatrix() 173 frustrum[6] = FrustrumCoord(def, -tanX, tanY, far); in BuildMatrix() 178 minX = maxX = Vector3::Dot(frustrum[0], side); in BuildMatrix() 179 minY = maxY = Vector3::Dot(frustrum[0], up); in BuildMatrix() 181 float x = Vector3::Dot(frustrum[i], side); in BuildMatrix() 182 float y = Vector3::Dot(frustrum[i], up); in BuildMatrix() 203 seg += Vector3::Dot(frustrum[i], lightDir); in BuildMatrix() [all …]
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H A D | SWRenderer.cpp | 242 frustrum[1] = frustrum[0].Flipped(); in BuildFrustrum() 243 frustrum[0].w -= sceneDef.zNear; in BuildFrustrum() 244 frustrum[1].w += sceneDef.zFar; in BuildFrustrum() 251 frustrum[2] = Plane3::PlaneWithPointOnPlane( in BuildFrustrum() 253 frustrum[3] = Plane3::PlaneWithPointOnPlane( in BuildFrustrum() 255 frustrum[4] = Plane3::PlaneWithPointOnPlane( in BuildFrustrum() 257 frustrum[5] = Plane3::PlaneWithPointOnPlane( in BuildFrustrum() 1160 return PlaneCullTest(frustrum[0], box) && PlaneCullTest(frustrum[1], box) && in BoxFrustrumCull() 1161 PlaneCullTest(frustrum[2], box) && PlaneCullTest(frustrum[3], box) && in BoxFrustrumCull() 1162 PlaneCullTest(frustrum[4], box) && PlaneCullTest(frustrum[5], box); in BoxFrustrumCull() [all …]
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H A D | SWMapRenderer.cpp | 233 const auto &frustrum = renderer->frustrum; in BuildLine() local 285 clip(frustrum[2].n); in BuildLine() 286 clip(frustrum[3].n); in BuildLine() 287 clip(frustrum[4].n); in BuildLine() 288 clip(frustrum[5].n); in BuildLine()
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H A D | SWRenderer.h | 104 std::array<Plane3, 6> frustrum; variable
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H A D | GLRenderer.h | 82 Plane3 frustrum[6]; variable
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/dports/science/py-MDAnalysisTests/MDAnalysisTests-0.19.2/MDAnalysisTests/utils/ |
H A D | test_transformations.py | 238 frustrum[1] += frustrum[0] 239 frustrum[3] += frustrum[2] 240 frustrum[5] += frustrum[4] 243 np.dot(M, [frustrum[0], frustrum[2], frustrum[4], 1.0]), 246 np.dot(M, [frustrum[1], frustrum[3], frustrum[5], 1.0]), 251 frustrum[1] += frustrum[0] 252 frustrum[3] += frustrum[2] 253 frustrum[5] += frustrum[4] 255 v = np.dot(M, [frustrum[0], frustrum[2], frustrum[4], 1.0]) 257 v = np.dot(M, [frustrum[1], frustrum[3], frustrum[4], 1.0]) [all …]
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/scene/ |
H A D | Scene.cpp | 913 …if ( ((point->x*frustrum->plane[0].a + point->y*frustrum->plane[0].b + point->z*frustrum->plane[0]… in IsInFrustrum() 914 …&& ((point->x*frustrum->plane[1].a + point->y*frustrum->plane[1].b + point->z*frustrum->plane[1].c… in IsInFrustrum() 915 …&& ((point->x*frustrum->plane[2].a + point->y*frustrum->plane[2].b + point->z*frustrum->plane[2].c… in IsInFrustrum() 916 …&& ((point->x*frustrum->plane[3].a + point->y*frustrum->plane[3].b + point->z*frustrum->plane[3].c… in IsInFrustrum() 926 …dists[0]=point->x*frustrum->plane[0].a + point->y*frustrum->plane[0].b + point->z*frustrum->plane[… in IsSphereInFrustrum() 927 …dists[1]=point->x*frustrum->plane[1].a + point->y*frustrum->plane[1].b + point->z*frustrum->plane[… in IsSphereInFrustrum() 928 …dists[2]=point->x*frustrum->plane[2].a + point->y*frustrum->plane[2].b + point->z*frustrum->plane[… in IsSphereInFrustrum() 929 …dists[3]=point->x*frustrum->plane[3].a + point->y*frustrum->plane[3].b + point->z*frustrum->plane[… in IsSphereInFrustrum() 989 + frustrum->plane[numplane].b * frustrum->plane[numplane].b in CreatePlane() 990 + frustrum->plane[numplane].c * frustrum->plane[numplane].c ); in CreatePlane() [all …]
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/dports/graphics/geomview/geomview-1.9.5/src/lib/gprim/discgrp/ |
H A D | dgdraw.c | 74 INITPT(&discgrp->viewinfo.frustrum[0], -1, 0, halfx, 0) in DiscGrpStandardPreDraw() 75 INITPT(&discgrp->viewinfo.frustrum[1], 1, 0, halfx, 0) in DiscGrpStandardPreDraw() 76 INITPT(&discgrp->viewinfo.frustrum[2], 0, -1, halfy, 0) in DiscGrpStandardPreDraw() 77 INITPT(&discgrp->viewinfo.frustrum[3], 0, 1, halfy, 0) in DiscGrpStandardPreDraw() 185 d = HPt3R40Dot(&image, &discgrp->viewinfo.frustrum[i]); in DiscGrpDraw()
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H A D | discgrpP.h | 76 HPoint3 frustrum[4]; /* planes for culling against view frustum */ member
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/dports/games/fs2open/fs2open.github.com-release_21_4_1/cmake/external/rpavlik-cmake-modules/ |
H A D | FindParasolid.cmake | 55 "Whether we should compile fg and frustrum as a part of the solution") 169 foreach(lib fg frustrum) 210 frustrum.c 222 "We will build the Parasolid frustrum lib."
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/dports/science/py-avogadrolibs/avogadrolibs-1.94.0/avogadro/rendering/ |
H A D | geometrynode.h | 107 Core::Array<Identifier> areaHits(const Frustrum& frustrum) const;
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H A D | glrenderer.h | 133 const Frustrum& frustrum) const;
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/dports/science/avogadrolibs/avogadrolibs-1.94.0/avogadro/rendering/ |
H A D | geometrynode.h | 107 Core::Array<Identifier> areaHits(const Frustrum& frustrum) const;
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H A D | glrenderer.h | 133 const Frustrum& frustrum) const;
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/dports/games/0ad/0ad-0.0.23b-alpha/source/renderer/ |
H A D | WaterManager.h | 198 void RenderWaves(const CFrustum& frustrum);
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/dports/math/gismo/gismo-21.12.0/extensions/gsStructuralAnalysis/doc/ |
H A D | benchmark_FrustrumALM.dox | 7 Benchmark for the collapsing frustrum with Displacement Control (DC)
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H A D | benchmark_FrustrumDC.dox | 7 Benchmark for the collapsing frustrum with Displacement Control (DC)
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/dports/databases/pointcloud/pointcloud-1.2.1/lib/ |
H A D | TODO.md | 27 - frustrum filtering
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/dports/games/critterding/critterding-beta12/ |
H A D | Changelog | 70 engine improvements: backface & frustrum culling + display lists
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/dports/games/arx-libertatis/arx-libertatis-1.1.2/src/graphics/data/ |
H A D | Mesh.h | 410 EERIE_FRUSTRUM_DATA frustrum; member
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/dports/games/flightgear-data/fgdata/Shaders/ |
H A D | terrain-ALS-detailed.vert | 140 …gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before r…
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/dports/games/flightgear-data/fgdata/Compositor/Shaders/ALS/ |
H A D | terrain-detailed.vert | 146 …gl_Position = vec4(0.0, 0.0, -1000.0, 1.0); // move outside of view frustrum, gets culled before r…
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