Searched refs:perspectiveMatrix (Results 1 – 3 of 3) sorted by relevance
202 Matrix4<float> perspectiveMatrix; in GetOrigPoint() local203 perspectiveMatrix[2][2] = 0; // 2 : index in GetOrigPoint()205 perspectiveMatrix[2][3] = -1.0f / cameraDistance_; // 2 3 : index in GetOrigPoint()207 perspectiveMatrix_ = translateToCamera * (perspectiveMatrix * translateFromCamera); in GetOrigPoint()271 Matrix4<float> perspectiveMatrix; in UpdateMap() local272 perspectiveMatrix[2][2] = 0; // 2 : index in UpdateMap()274 perspectiveMatrix[2][3] = -1.0f / cameraDistance_; // 2 3 : index in UpdateMap()276 perspectiveMatrix_ = translateToCamera * (perspectiveMatrix * translateFromCamera); in UpdateMap()
491 Matrix4 perspectiveMatrix = matrix; in DecomposeTransform() local493 perspectiveMatrix.Set(3, i, 0.0); in DecomposeTransform()495 perspectiveMatrix.Set(3, 3, 1.0); in DecomposeTransform()500 Matrix4 inversePerspectiveMatrix = Matrix4::Invert(perspectiveMatrix); in DecomposeTransform()
748 Mat4X4 perspectiveMatrix(localMatrix); in BASE_BEGIN_NAMESPACE()750 perspectiveMatrix[i].w = 0.0f; in BASE_BEGIN_NAMESPACE()752 perspectiveMatrix.w.w = 1.0f; in BASE_BEGIN_NAMESPACE()755 const Mat4X4 inversePerspectiveMatrix = Inverse(perspectiveMatrix, determinant); in BASE_BEGIN_NAMESPACE()