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  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DTYPES.H 168 * Vertex data types supported in an ExecuteBuffer.
212 D3DCOLOR color; /* Vertex color */
216 D3DCOLOR specular; /* Specular component of vertex */
247 D3DCOLOR color; /* Vertex color */
251 D3DCOLOR specular; /* Specular component of vertex */
513 * vertex data.
785 WORD wStart; /* Index to first vertex in source */
786 WORD wDest; /* Index to first vertex in local buffer */
828 * Primitive structures and related defines. Vertex offsets are to types
837 WORD v1; /* Vertex indices */
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  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/
VertexDataManager.cpp 71 ERR("Failed to map vertex buffer.");
190 // Perform the vertex data translations
202 ERR("An enabled vertex array has no buffer and no pointer.");
272 // Mapping from OpenGL-ES vertex attrib type to D3D decl type:
306 // D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type.
329 // VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination.
356 // VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums).
422 // and the D3DDECLTYPE member needed for the vertex declaration in declflag.
549 ERR("Out of memory allocating a vertex buffer of size %lu.", size)
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  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
CubeMapActivity.java 221 * This grid class is customized for the vertex data required for this
224 * The vertex and index data are held in VBO objects because on most
225 * GPUs VBO objects are the fastest way of rendering static vertex
231 // Size of vertex data elements in bytes:
235 // Vertex structure:
245 // These buffers are used to hold the vertex and index data while
338 // Generate a the vertex and element buffer IDs
345 // Upload the vertex data
  /development/samples/HelloEffects/src/com/example/android/mediafx/
TextureRenderer.java 120 // Set the vertex attributes
127 GLToolbox.checkGlError("vertex attribute setup");
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/
IndexBuffer.java 66 * Returns the vertex index for the given index in the index buffer.
74 * Puts the vertex index at the index buffer's index.
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Lighting.j3md 5 // Compute vertex lighting in the shader
37 // Use vertex color as an additional diffuse color.
  /external/mesa3d/docs/
envvars.html 25 <li>MESA_TNL_PROG - if set, implement conventional vertex transformation
26 operations with vertex programs (intended for developers only).
relnotes-7.0.3.html 44 <li>Fixed GLX indirect vertex array rendering bug (14197)
54 <li>Comments at the end of ARB vertex/fragment programs crashed the parser
relnotes-7.7.1.html 55 <li>Fixed broken glPush/PopClientAttrib() for vertex arrays in GLX code.
shading.html 49 <li><b>nopvert</b> - force vertex shaders to be a simple shader that just transforms
50 the vertex position with ftransform() and passes through the color and
166 Here's an example of using the compiler to compile a vertex shader and
197 The final vertex and fragment programs may be interpreted in software
versions.html 188 <li>Faster vertex transformation
280 <li>vertex array extension
462 <li>faster vertex transformation, clip testing, lighting
560 <li>added Intel X86 assembly language vertex transformation code
687 <li>interleaved vertex array texture coordinates were broken
721 <li>newly optimized vertex transformation code
819 <li>several vertex array bug fixes
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  /external/mesa3d/src/mesa/program/
prog_parameter.h 69 // since there are no predefined vertex attribs in es20
70 // for varyings BindLocation is vertex output location
prog_statevars.h 39 * Used for describing GL state referenced from inside ARB vertex and
106 STATE_CURRENT_ATTRIB, /* ctx->Current vertex attrib value */
  /external/skia/src/gpu/
GrGpu.h 135 * Creates a vertex buffer.
137 * @param size size in bytes of the vertex buffer
142 * @return The vertex buffer if successful, otherwise NULL.
168 * Returns a vertex buffer with four position-only vertices [(0,0), (1,0),
170 * @ return unit square vertex buffer
451 // called to program the vertex data, indexCount will be 0 if drawing non-
496 // counts number of uses of vertex/index pool in the geometry stack
533 // readies the pools to provide vertex/index data.
GrGeometryBuffer.h 18 * Parent class for vertex and index buffers
  /external/skia/third_party/glu/libtess/
sweep.h 63 * sweep line crosses each vertex, we update the affected regions.
77 * we process a "right vertex" (one without
  /packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/
WarpRenderer.cpp 131 // Load the vertex position
142 // pass matrix information to the vertex shader
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
WarpRenderer.cpp 131 // Load the vertex position
142 // pass matrix information to the vertex shader
  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/
Stripifier.java 289 // Returns vertex of the input face which is "next" in the input index list
430 // Returns the vertex unique to faceB
458 static void getSharedVertices(FaceInfo faceA, FaceInfo faceB, int[] vertex) {
459 vertex[0] = -1;
460 vertex[1] = -1;
465 if (vertex[0] == -1)
466 vertex[0] = facev0;
468 vertex[1] = facev0;
476 if (vertex[0] == -1)
477 vertex[0] = facev1;
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  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshConvexHullShape.java 23 * Constructor. It stores a copy of vertex list of all meshes.
  /external/quake/tools/
dumpms2.py 41 # Seek ahead and read the vertex order information
  /external/webkit/Source/WebCore/platform/graphics/chromium/
GeometryBinding.h 50 // All layer shaders share the same attribute locations for the vertex
  /frameworks/base/libs/hwui/
Program.h 92 * determine the generation of both the vertex and fragment shaders.
279 * A program holds a vertex and a fragment shader. It offers several utility
290 * Creates a new program with the specified vertex and fragment
293 Program(const ProgramDescription& description, const char* vertex, const char* fragment);
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
mesh_test.rs 49 // Default vertex shader
  /sdk/emulator/opengl/host/libs/Translator/GLES_V2/
GLESv2Context.h 36 // GLES allows a vertex shader attribute to be in location 0 and have a

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