Esempio n. 1
0
void accPerspective(GLdouble fovy, GLdouble aspect,
                    GLdouble nearPlane, GLdouble farPlane,
                    GLdouble pixdx, GLdouble pixdy,
                    GLdouble eyedx, GLdouble eyedy, GLdouble focus) {
  GLdouble fov2 = ((fovy*M_PI) / 180.0) / 2.0;
  GLdouble top = nearPlane / (cosf(fov2) / sinf(fov2));
  GLdouble bottom = -top;
  GLdouble right = top * aspect;
  GLdouble left = -right;

  accFrustum(left, right, bottom, top, nearPlane, farPlane,
             pixdx, pixdy, eyedx, eyedy, focus);
}
Esempio n. 2
0
void accPerspective(GLdouble fovy, GLdouble aspect,
                    GLdouble _near, GLdouble _far, GLdouble pixdx, GLdouble pixdy,
                    GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
    GLdouble fov2,left,right,bottom,top;
    fov2 = ((fovy*PI) / 180.0) / 2.0;

    top = _near / (cos(fov2) / sin(fov2));
    bottom = -top;
    right = top * aspect;
    left = -right;

    accFrustum (left, right, bottom, top, _near, _far, pixdx, pixdy, eyedx, eyedy, focus);
}
Esempio n. 3
0
void C3D::accPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar, GLdouble pixdx, GLdouble pixdy, GLdouble eyedx, GLdouble eyedy, GLdouble focus)
{
  //## begin C3D::accPerspective%40E214D3028F.body preserve=yes

	   GLdouble fov2,left,right,bottom,top;

   fov2 = ((fovy*PI_) / 180.0) / 2.0;

   top = zNear / (cos(fov2) / sin(fov2));
   bottom = -top;

   right = top * aspect;
   left = -right;

   accFrustum (left, right, bottom, top, zNear, zFar,
               pixdx, pixdy, eyedx, eyedy, focus);

  //## end C3D::accPerspective%40E214D3028F.body
}