normalized 187 3rdparty/openexr/Imath/ImathLineAlgo.h Vec3<T> en = edge0.normalized(); normalized 202 3rdparty/openexr/Imath/ImathLineAlgo.h Vec3<T> en = edge1.normalized(); normalized 2973 3rdparty/openexr/Imath/ImathMatrix.h Vec3<S> unit (axis.normalized()); normalized 913 3rdparty/openexr/Imath/ImathMatrixAlgo.h row[0] = targetPerpDir.normalized (); normalized 914 3rdparty/openexr/Imath/ImathMatrixAlgo.h row[1] = targetUpDir .normalized (); normalized 915 3rdparty/openexr/Imath/ImathMatrixAlgo.h row[2] = targetDir .normalized (); normalized 127 3rdparty/openexr/Imath/ImathQuat.h Quat<T> normalized () const; normalized 409 3rdparty/openexr/Imath/ImathQuat.h Quat<T>::normalized () const normalized 521 3rdparty/openexr/Imath/ImathQuat.h return q.normalized(); normalized 686 3rdparty/openexr/Imath/ImathQuat.h return v.normalized(); normalized 695 3rdparty/openexr/Imath/ImathQuat.h v = axis.normalized() * Math<T>::sin (radians / 2); normalized 720 3rdparty/openexr/Imath/ImathQuat.h Vec3<T> f0 = from.normalized(); normalized 721 3rdparty/openexr/Imath/ImathQuat.h Vec3<T> t0 = to.normalized(); normalized 739 3rdparty/openexr/Imath/ImathQuat.h Vec3<T> h0 = (f0 + t0).normalized(); normalized 763 3rdparty/openexr/Imath/ImathQuat.h v = (f0 % Vec3<T> (1, 0, 0)).normalized(); normalized 765 3rdparty/openexr/Imath/ImathQuat.h v = (f0 % Vec3<T> (0, 1, 0)).normalized(); normalized 767 3rdparty/openexr/Imath/ImathQuat.h v = (f0 % Vec3<T> (0, 0, 1)).normalized(); normalized 796 3rdparty/openexr/Imath/ImathQuat.h Vec3<T> h0 = (f0 + t0).normalized(); normalized 230 3rdparty/openexr/Imath/ImathVec.h Vec2<T> normalized () const; // does not modify *this normalized 442 3rdparty/openexr/Imath/ImathVec.h Vec3<T> normalized () const; // does not modify *this normalized 624 3rdparty/openexr/Imath/ImathVec.h Vec4<T> normalized () const; // does not modify *this normalized 719 3rdparty/openexr/Imath/ImathVec.h Vec2<short>::normalized () const; normalized 743 3rdparty/openexr/Imath/ImathVec.h Vec2<int>::normalized () const; normalized 767 3rdparty/openexr/Imath/ImathVec.h Vec3<short>::normalized () const; normalized 791 3rdparty/openexr/Imath/ImathVec.h Vec3<int>::normalized () const; normalized 814 3rdparty/openexr/Imath/ImathVec.h Vec4<short>::normalized () const; normalized 838 3rdparty/openexr/Imath/ImathVec.h Vec4<int>::normalized () const; normalized 1236 3rdparty/openexr/Imath/ImathVec.h Vec2<T>::normalized () const normalized 1730 3rdparty/openexr/Imath/ImathVec.h Vec3<T>::normalized () const normalized 2137 3rdparty/openexr/Imath/ImathVec.h Vec4<T>::normalized () const normalized 97 3rdparty/openexr/Imath/ImathVecAlgo.h Vec sNormalized = s.normalized(); normalized 1747 modules/core/src/gl_core_3_1.cpp static void CODEGEN_FUNCPTR Switch_VertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) normalized 1750 modules/core/src/gl_core_3_1.cpp VertexAttribPointer(index, size, type, normalized, stride, pointer); normalized 1239 modules/core/src/gl_core_3_1.hpp extern void (CODEGEN_FUNCPTR *VertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); normalized 70 modules/cudev/include/opencv2/cudev/ptr2d/texture.hpp ref.normalized = normalizedCoords; normalized 162 modules/viz/src/shapes.cpp Vec3d xvec = normalized(end_point - start_point); normalized 163 modules/viz/src/shapes.cpp Vec3d zvec = normalized(xvec.cross(arbitrary)); normalized 214 modules/viz/src/shapes.cpp Vec3d zvec = normalized(normal); normalized 215 modules/viz/src/shapes.cpp Vec3d xvec = normalized(zvec.cross(arbitrary)); normalized 256 modules/viz/src/shapes.cpp Vec3d xvec = normalized(Vec3d(tip - center)); normalized 257 modules/viz/src/shapes.cpp Vec3d zvec = normalized(xvec.cross(arbitrary)); normalized 453 modules/viz/src/vizimpl.cpp Vec3d y_axis = normalized(-view_up); // In Computer Vision Camera Y-axis is oriented down normalized 454 modules/viz/src/vizimpl.cpp Vec3d z_axis = normalized(focal - pos); normalized 455 modules/viz/src/vizimpl.cpp Vec3d x_axis = normalized(y_axis.cross(z_axis));