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  /development/samples/GlobalTime/src/com/android/globaltime/
Shape.java 30 * containing vertices, texture coordinates, colors, normals, and indices.
152 * @param normals an array of fixed-point normal vector coordinates
156 public void allocateBuffers(int[] vertices, int[] texcoords, int[] normals,
158 allocate(vertices, texcoords, normals, colors);
176 * @param normals an array of fixed-point normal vector coordinates
180 public void allocateBuffers(int[] vertices, int[] texcoords, int[] normals,
182 allocate(vertices, texcoords, normals, colors);
196 private void allocate(int[] vertices, int[] texcoords, int[] normals,
214 if ((normals != null) && mEmitNormals) {
216 ByteBuffer.allocateDirect(normals.length * INT_BYTES)
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LatLongSphere.java 34 int[] normals = new int[3 * lats * longs]; local
84 normals[nidx++] = toFixed(x * norm);
85 normals[nidx++] = toFixed(y * norm);
86 normals[nidx++] = toFixed(z * norm);
116 allocateBuffers(vertices, texcoords, normals, colors, indices);
GlobalTime.java 104 * A flattened version of the earth. The normals are computed identically
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  /external/skia/src/core/
SkStrokerPriv.cpp 175 // negate the dot since we're using normals instead of tangents
218 My dotProd is opposite sign, since it is built from normals and not tangents
SkStroke.cpp 318 // normals for CD
323 // need normals to inset/outset the off-curve pts B and C
SkPath.cpp 698 // now turn before/after into normals
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  /external/webkit/SunSpider/tests/sunspider-0.9/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /external/webkit/SunSpider/tests/sunspider-0.9.1/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /external/quake/quake/src/QW/dxsdk/sdk/inc/
d3drmobj.h 395 STDMETHOD(GetVertices)(THIS_ DWORD *vertex_count, D3DVECTOR *coords, D3DVECTOR *normals);
433 ( THIS_ DWORD vcount, D3DVECTOR *vertices, DWORD ncount, D3DVECTOR *normals,
452 ( THIS_ DWORD *vcount, D3DVECTOR *vertices, DWORD *ncount, D3DVECTOR *normals, DWORD *face_data_size, DWORD *face_data
d3dtypes.h 493 LPD3DLIGHTINGELEMENT lpIn; /* Input positions and normals */
  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DRMOBJ.H 395 STDMETHOD(GetVertices)(THIS_ DWORD *vertex_count, D3DVECTOR *coords, D3DVECTOR *normals);
433 ( THIS_ DWORD vcount, D3DVECTOR *vertices, DWORD ncount, D3DVECTOR *normals,
452 ( THIS_ DWORD *vcount, D3DVECTOR *vertices, DWORD *ncount, D3DVECTOR *normals, DWORD *face_data_size, DWORD *face_data
D3DTYPES.H 493 LPD3DLIGHTINGELEMENT lpIn; /* Input positions and normals */
  /external/quake/quake/src/QW/client/
gl_rmain.c 340 // normals and vertexes come from the frame list
374 // normals and vertexes come from the frame list
438 // normals and vertexes come from the frame list
  /external/quake/quake/src/WinQuake/
gl_rmain.cpp 385 // normals and vertexes come from the frame list
415 // normals and vertexes come from the frame list
491 // normals and vertexes come from the frame list
527 // normals and vertexes come from the frame list
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  /packages/wallpapers/Basic/res/raw/
distort.rs 259 // Compute the normals for lighting
  /development/ndk/platforms/android-4/samples/san-angeles/jni/
demo.c 271 /* Pre-normalization of the normals is disabled here because
  /frameworks/base/include/private/opengles/
gl_context.h 506 // upper 3x3 of mv-inverse-transpose (for normals)
  /frameworks/base/opengl/tests/angeles/
demo.c 271 /* Pre-normalization of the normals is disabled here because
  /frameworks/base/opengl/libagl/
matrix.cpp 605 When evaluating the lighting equation in eye-space, normals
  /external/icu4c/i18n/
decNumber.c     [all...]

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