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  /external/skia/gm/
skinning.cpp 119 // Create the mutable set of bones.
120 const SkVertices::Bone* bones[kBoneCount]; variable
122 bones[i] = &kBones[i];
126 drawPermutations(canvas, xpos, ypos, bones, 1);
133 const SkVertices::Bone** bones,
139 // Copy the bones.
142 copiedBones[i] = *bones[i];
150 // Apply the bones.
182 swap(bones + start, bones + i)
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  /external/skqp/gm/
skinning.cpp 119 // Create the mutable set of bones.
120 const SkVertices::Bone* bones[kBoneCount]; variable
122 bones[i] = &kBones[i];
126 drawPermutations(canvas, xpos, ypos, bones, 1);
133 const SkVertices::Bone** bones,
139 // Copy the bones.
142 copiedBones[i] = *bones[i];
150 // Apply the bones.
182 swap(bones + start, bones + i)
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  /external/skia/src/core/
SkPicturePlayback.cpp 508 const SkVertices::Bone* bones = boneCount ? local
515 canvas->drawVertices(vertices, bones, boneCount, bmode, *paint);
  /external/skqp/src/core/
SkPicturePlayback.cpp 500 const SkVertices::Bone* bones = boneCount ? local
507 canvas->drawVertices(vertices, bones, boneCount, bmode, *paint);
  /external/skqp/src/gpu/
GrDefaultGeoProcFactory.cpp 50 const float* bones,
54 coverage, localCoordsWillBeRead, bones, boneCount));
66 const float* bones() const { return fBones; } function in class:DefaultGeoProc
142 // Set up the uniform for the bones.
146 "Bones",
267 pdman.set2fv(fBonesUniform, dgp.boneCount() * kNumVec2sPerBone, dgp.bones());
331 const float* bones,
341 , fBones(bones)
356 SkASSERT(bones && (boneCount > 0));
502 const Bones& bones
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