HomeSort by relevance Sort by last modified time
    Searched full:normals (Results 1 - 25 of 81) sorted by null

1 2 3 4

  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
ShowNormals.j3md 1 MaterialDef Debug Normals {
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshVertexShape.java 26 protected List<List<Vector3f>> normals; field in class:EmitterMeshVertexShape
52 this.normals = new ArrayList<List<Vector3f>>(meshes.size());
58 // unifying normals
70 // adding data to vertices and normals
72 List<Vector3f> normals = new ArrayList<Vector3f>(vertToNormalMap.size()); local
75 normals.add(entry.getValue().normalizeLocal());
78 this.normals.add(normals);
107 normal.set(normals.get(meshIndex).get(vertIndex));
124 if (this.normals != null)
    [all...]
EmitterMeshFaceShape.java 35 this.normals = new ArrayList<List<Vector3f>>(meshes.size());
40 List<Vector3f> normals = new ArrayList<Vector3f>(mesh.getTriangleCount()); local
46 normals.add(FastMath.computeNormal(vertexTable[indices[0]], vertexTable[indices[1]], vertexTable[indices[2]]));
49 this.normals.add(normals);
95 normal.set(normals.get(meshIndex).get(faceIndex));
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
ssao.j3md 8 Texture2D Normals
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Surface.java 119 //normalMap merges normals of faces that will be rendered smooth
125 //preparing normal list (the order of normals must match the order of vertices)
126 float[] normals = new float[vertices.length * 3]; local
130 normals[arrayIndex++] = n.x;
131 normals[arrayIndex++] = n.y;
132 normals[arrayIndex++] = n.z;
137 this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
229 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
233 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
    [all...]
StripBox.java 150 float[] normals = new float[8 * 3]; local
158 normals[i * 3 + 0] = norm.x;
159 normals[i * 3 + 1] = norm.x;
160 normals[i * 3 + 2] = norm.x;
163 setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(normals));
Cylinder.java 196 * @return true if normals and uvs are created for interior use
232 // Normals
261 // calculate normals
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
package.html 21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/
FloatToFixed.java 63 VertexBuffer normals = mesh.getBuffer(Type.Normal); local
85 // normals, automatically convert to signed byte
86 fb = (FloatBuffer) normals.getData();
91 normals = new VertexBuffer(Type.Normal);
92 normals.setupData(Usage.Static, 3, Format.Byte, bb);
93 normals.setNormalized(true);
95 mesh.setBuffer(normals);
ModelConverter.java 151 // convert normals, positions, and texcoords
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
UniformBinding.java 63 * Converts normals from model space to view space.
83 * The world matrix inverse transpose. Converts a normals from Model space
  /external/replicaisland/src/com/replica/replicaisland/
SolidSurfaceComponent.java 87 final FixedSizeArray<Vector2> normals = mNormals; local
118 normal.set(normals.get(x));
  /external/jmonkeyengine/engine/src/test/jme3test/model/
TestObjLoading.java 53 // show normals as material
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/
MeshHelper.java 150 // normalMap merges normals of faces that will be rendered smooth
255 Vector3f[] normals = normalList.toArray(new Vector3f[normalList.size()]); local
288 normalsBuffer.setupData(Usage.Stream, 3, Format.Float, BufferUtils.createFloatBuffer(normals));
290 // initial normals position (used with animation)
336 // setting faces' normals
429 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
434 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
436 * the variable that indicates wheather to merge normals (creating the smooth mesh) or not
  /external/jmonkeyengine/engine/src/test/jme3test/conversion/
TestTriangleStrip.java 56 // show normals as material
  /external/replicaisland/tools/
ExtractPoints.js 20 * each path in the current document and generates a list of edges and normals
53 // Walk the list of paths and extract edges and normals. Store these in
153 // The normals that we calculated previously might be facing the wrong
191 // Render the edges and normals to the new document.
  /frameworks/rs/scriptc/
rs_mesh.rsh 54 * vertex data, e.g. positions, normals, texcoords
  /frameworks/support/renderscript/v8/rs_support/scriptc/
rs_mesh.rsh 54 * vertex data, e.g. positions, normals, texcoords
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/
CartoonEdgeFilter.java 187 * returns the normals sensitivity<br>
196 * sets the normals sensitivity default is 1
  /external/replicaisland/
README.TXT 32 res/raw/collision.bin: This is the raw collision data. Line segments and normals.
34 tools/ExtractPoints.js: This is a (rather horrible) Javascript tool for Photoshop. It will walk closed paths and produce a text layer describing them as line segments and normals, organized by tile. It takes a long time to run and is probably the worst code in the entire project. res/raw/collision.bin is the binary version of output from this tool.
  /external/jmonkeyengine/engine/src/test/jme3test/stress/
TestBatchLod.java 68 // show normals as material
TestLodStress.java 69 // show normals as material
  /external/skia/src/core/
SkStrokerPriv.cpp 167 // negate the dot since we're using normals instead of tangents
210 My dotProd is opposite sign, since it is built from normals and not tangents
  /frameworks/base/core/res/res/values-ca/
strings.xml     [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
SkeletonControl.java 335 // read next set of positions and normals from native buffer
446 // read next set of positions and normals from native buffer

Completed in 652 milliseconds

1 2 3 4