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/NW4C-1.3.3/sources/libraries/gfx/
Dgfx_RenderContext.cpp848 const math::MTX34* __restrict view, in TransformToViewCoordinate() argument
856 out->x = view->f._00 * vx + view->f._01 * vy + view->f._02 * vz + view->f._03 * vw; in TransformToViewCoordinate()
857 out->y = view->f._10 * vx + view->f._11 * vy + view->f._12 * vz + view->f._13 * vw; in TransformToViewCoordinate()
858 out->z = view->f._20 * vx + view->f._21 * vy + view->f._22 * vz + view->f._23 * vw; in TransformToViewCoordinate()
/NW4C-1.3.3/tools/LayoutEditor/samples/demo/game_demo/
Dreadme.txt3 …In order to view the sample layout data, the font data that is referenced by the layout data must …
/NW4C-1.3.3/demos/lyt/orthoStereo/sources/
Dmain.cpp232 nn::math::MTX34 view = drawInfo.GetViewMtx(); in CalcParallaxDot() local
233 s_StereoCamera.SetBaseCamera(&view); in CalcParallaxDot()
/NW4C-1.3.3/include/nw/gfx/
Dgfx_ShaderProgram.h160 void SetViewMatrix(const math::MTX34& view) const in SetViewMatrix() argument
162 internal::NWSetVertexUniform4fv(VERTEX_SHADER_UNIFORM_VIEWMTX_INDEX, 3, view); in SetViewMatrix()
Dgfx_RenderContext.h595 const math::MTX34* view,
/NW4C-1.3.3/tools/LayoutViewer/
DReadme.txt58 …creen. This menu allows you to operate animations, groups, projection types, and stereoscopic view.
/NW4C-1.3.3/sources/shaders/gfx/ParticleShader/
Dgfx_ParticleGShader.gsh39 #pragma output_map(view, o2)
Dgfx_ParticleVShader.vsh42 #pragma output_map(view, o2)
68 #define uModelView c25 // view . model
69 #define uInvModelView c28 // Inv(view . model)
/NW4C-1.3.3/sources/shaders/gfx/DefaultShader/
Dgfx_DefaultShader3.vsh93 #pragma output_map(view, o2)
Dgfx_DefaultShader1.vsh93 #pragma output_map(view, o2)
Dgfx_DefaultShader0.vsh93 #pragma output_map(view, o2)
Dgfx_DefaultShader2.vsh93 #pragma output_map(view, o2)
/NW4C-1.3.3/SampleData/Graphics/Shader/UserShader/
Dgfx_UserShader.vsh108 #pragma output_map(view, o2)
/NW4C-1.3.3/tools/DccPlugin/Maya/scripts/
DNW4C_SetAnimRange.mel3361 update view
3375 update view queue