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Searched refs:proj (Results 1 – 9 of 9) sorted by relevance

/reactos/modules/rostests/win32/cmd/
H A Dtest_echoer_parser.cmd217 set proj=XYZ variable
218 echo !%proj%_folder!
219 echo !!proj!_folder!
221 set %proj%_folder=\\server\folder\
222 echo !%proj%_folder!
223 echo !!proj!_folder!
/reactos/sdk/include/GL/
H A Dglu.h256 …bjX, GLdouble objY, GLdouble objZ, const GLdouble *model, const GLdouble *proj, const GLint *view,…
273 …inX, GLdouble winY, GLdouble winZ, const GLdouble *model, const GLdouble *proj, const GLint *view,…
274 …nY, GLdouble winZ, GLdouble clipW, const GLdouble *model, const GLdouble *proj, const GLint *view,…
/reactos/dll/opengl/glu32/include/GL/
H A Dglu.h329 …bjX, GLdouble objY, GLdouble objZ, const GLdouble *model, const GLdouble *proj, const GLint *view,…
346 …inX, GLdouble winY, GLdouble winZ, const GLdouble *model, const GLdouble *proj, const GLint *view,…
347 …nY, GLdouble winZ, GLdouble clipW, const GLdouble *model, const GLdouble *proj, const GLint *view,…
/reactos/sdk/include/ucrt/
H A Dcomplex.h209 inline _Dcomplex __CRTDECL proj(_In_ _Dcomplex _X) throw() in proj() function
336 inline _Fcomplex __CRTDECL proj(_In_ _Fcomplex _X) throw() in proj() function
483 inline _Lcomplex __CRTDECL proj(_In_ _Lcomplex _X) throw() in proj() function
/reactos/dll/directx/wine/ddraw/
H A Dddraw_private.h346 D3DMATRIXHANDLE world, proj, view; member
H A Dexecutebuffer.c262 device->proj = ci->u2.dwArg[0]; in d3d_execute_buffer_execute()
H A Ddevice.c1361 if (D3DMatHandle == This->proj) in d3d_device1_SetMatrix()
/reactos/dll/opengl/mesa/
H A Dvbrender.c460 GLfloat *proj = ctx->ProjectionMatrix; in render_clipped_polygon() local
468 TRANSFORM_POINT( VB->Clip[j], proj, VB->Eye[j] ); in render_clipped_polygon()
/reactos/dll/directx/wine/wined3d/
H A Dglsl_shader.c9288 BOOL proj; in shader_glsl_generate_ffp_fragment_shader() local
9295 proj = FALSE; in shader_glsl_generate_ffp_fragment_shader()
9300 proj = TRUE; in shader_glsl_generate_ffp_fragment_shader()
9305 proj = TRUE; in shader_glsl_generate_ffp_fragment_shader()
9309 proj = FALSE; in shader_glsl_generate_ffp_fragment_shader()
9314 if (proj) in shader_glsl_generate_ffp_fragment_shader()
9326 if (proj) in shader_glsl_generate_ffp_fragment_shader()
9338 if (proj) in shader_glsl_generate_ffp_fragment_shader()
9354 if (proj) in shader_glsl_generate_ffp_fragment_shader()
9372 texture_function = proj ? "textureProj" : "texture"; in shader_glsl_generate_ffp_fragment_shader()