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  /frameworks/base/libs/hwui/
Vertex.h 24 * Simple structure to describe a vertex with a position and a texture.
26 struct Vertex {
29 static inline void set(Vertex* vertex, float x, float y) {
30 vertex[0].position[0] = x;
31 vertex[0].position[1] = y;
33 }; // struct Vertex
36 * Simple structure to describe a vertex with a position and a texture.
42 static inline void set(TextureVertex* vertex, float x, float y, float u, float v) {
43 vertex[0].position[0] = x
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PathRenderer.cpp 36 #include "Vertex.h"
68 inline void copyVertex(Vertex* destPtr, const Vertex* srcPtr) {
69 Vertex::set(destPtr, srcPtr->position[0], srcPtr->position[1]);
77 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
78 * from each vertex in a perimeter is calculated, the resultant lines connecting the offset vertices
101 void getFillVerticesFromPerimeter(const Vector<Vertex>& perimeter, VertexBuffer& vertexBuffer) {
102 Vertex* buffer = vertexBuffer.alloc<Vertex>(perimeter.size());
118 void getStrokeVerticesFromPerimeter(const Vector<Vertex>& perimeter, float halfStrokeWidth
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PathRenderer.h 22 #include "Vertex.h"
75 float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
86 Vector<Vertex> &outputVertices);
98 Vector<Vertex> &outputVertices);
  /external/clang/test/CodeGenCXX/
debug-info-template-array.cpp 9 struct Vertex {};
13 unique_ptr<Vertex<2>[]> v = unique_ptr<Vertex<2>[]>();
  /external/jmonkeyengine/engine/src/core-data/Common/Materials/
VertexColor.j3m 1 Material Vertex Color Ext : Common/MatDefs/Misc/Unshaded.j3md {
  /external/webkit/Source/WebCore/platform/graphics/gpu/
LoopBlinnLocalTriangulator.h 46 class Vertex {
47 WTF_MAKE_NONCOPYABLE(Vertex);
49 Vertex()
64 // Sets the position and texture coordinates of the vertex.
72 // Flags for walking from the start vertex to the end vertex.
111 // 2D coordinates of the vertex in the plane.
116 // Flags for walking from the start vertex to the end vertex.
132 // Gets the vertex at the given index, 0 <= index < 3
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LoopBlinnPathCache.h 50 // Get the base pointer to the vertex information. There are two
51 // coordinates per vertex. This pointer is valid until the cache is
52 // cleared or another vertex is added. Returns 0 if there are no
62 // are three coordinates per vertex. This pointer is valid until the
63 // cache is cleared or another vertex is added. Returns 0 if
72 // Adds a vertex's information to the cache. The first two arguments
73 // are the x and y coordinates of the vertex on the plane; the last
75 // this vertex.
82 // vertex, which can be drawn as GL_TRIANGLES. Returns 0 if there
93 // Clears all of the stored vertex information in this cache
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LoopBlinnLocalTriangulator.cpp 41 bool LoopBlinnLocalTriangulator::Triangle::contains(LoopBlinnLocalTriangulator::Vertex* v)
46 LoopBlinnLocalTriangulator::Vertex* LoopBlinnLocalTriangulator::Triangle::nextVertex(LoopBlinnLocalTriangulator::Vertex* current, bool traverseCounterClockwise)
61 int LoopBlinnLocalTriangulator::Triangle::indexForVertex(LoopBlinnLocalTriangulator::Vertex* vertex)
64 if (m_vertices[i] == vertex)
74 // start to the end vertex.
110 // being filled. We ignore the interior vertex unless it is also
111 // the ending vertex, and skip the edges shared between two
113 Vertex* v = &m_vertices[0]
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  /development/samples/ApiDemos/src/com/example/android/apis/graphics/kube/
GLShape.java 60 GLVertex vertex = iter.next(); local
61 if (vertex.x == x && vertex.y == y && vertex.z == z) {
62 return vertex;
66 // doesn't exist, so create new vertex
67 GLVertex vertex = mWorld.addVertex(x, y, z); local
68 mVertexList.add(vertex);
69 return vertex;
80 GLVertex vertex = iter.next() local
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GLWorld.java 50 GLVertex vertex = iter2.next(); local
51 vertex.put(mVertexBuffer, mColorBuffer);
62 GLVertex vertex = new GLVertex(x, y, z, mVertexList.size()); local
63 mVertexList.add(vertex);
64 return vertex;
67 public void transformVertex(GLVertex vertex, M4 transform) {
68 vertex.update(mVertexBuffer, transform);
GLFace.java 55 GLVertex vertex = mVertexList.get(last); local
59 while (vertex.color != null) {
60 mVertexList.add(0, vertex);
62 vertex = mVertexList.get(last);
66 vertex.color = c;
  /external/llvm/test/Transforms/ArgumentPromotion/
callgraph-update.ll 6 %struct.VERTEX = type { %struct.VEC2, %struct.VERTEX*, %struct.VERTEX* }
7 %struct.edge_rec = type { %struct.VERTEX*, %struct.edge_rec*, i32, i8* }
11 define i64 @build_delaunay(%struct.VERTEX* %tree, %struct.VERTEX* %extra) nounwind ssp {
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/
MeshContext.java 18 /** Vertex list that is referenced by all the geometries. */
20 /** The vertex reference map. */
45 * This method returns the vertex list.
47 * @return the vertex list
54 * This method sets the vertex list.
57 * the vertex list
64 * This method returns the vertex reference map.
66 * @return the vertex reference map
73 * This method sets the vertex reference map.
76 * the vertex reference map
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  /external/skia/src/core/
SkConcaveToTriangles.cpp 26 // left-handed by looking at the top vertex, which is available in the
81 class Vertex;
85 // The Trapezoid (actually, up to two of them) is embedded into a Vertex, whose
94 const Vertex* left() const { return fLeft; }
95 const Vertex* right() const { return fRight; }
96 const Vertex* bottom() const { return fBottom; }
97 Vertex* left() { return fLeft; }
98 Vertex* right() { return fRight; }
99 Vertex* bottom() { return fBottom; }
100 void setLeft(Vertex *left) { fLeft = left;
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  /frameworks/base/media/mca/filterfw/java/android/filterfw/core/
VertexFrame.java 37 throw new IllegalArgumentException("Initializing vertex frame with zero size!");
40 throw new RuntimeException("Could not allocate vertex frame!");
58 throw new RuntimeException("Vertex frames do not support reading data!");
65 throw new RuntimeException("Could not set int values for vertex frame!");
71 throw new RuntimeException("Vertex frames do not support reading data!");
78 throw new RuntimeException("Could not set int values for vertex frame!");
84 throw new RuntimeException("Vertex frames do not support reading data!");
92 throw new RuntimeException("Data size in setData does not match vertex frame size!");
94 throw new RuntimeException("Could not set vertex frame data!");
100 throw new RuntimeException("Vertex frames do not support reading data!")
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  /sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/
GLStateType.java 27 VERTEX_ARRAY_DATA("Vertex Array Data"),
28 GENERIC_VERTEX_ATTRIBUTES("Generic Vertex Attributes"),
29 GENERIC_VERTEX_ATTRIBUTE_DATA_COMPOSITE("Generic Vertex Attribute Data"),
35 VERTEX_ATTRIB_ARRAY("Vertex Attrib Array Properties"),
36 VERTEX_ATTRIB_ARRAY_COMPOSITE("Vertex Attrib Array #n Properties"),
37 VERTEX_ATTRIB_ARRAY_ENABLED("Vertex Attrib Array Enable"),
38 VERTEX_ATTRIB_ARRAY_SIZE("Vertex Attrib Array Size"),
39 VERTEX_ATTRIB_ARRAY_STRIDE("Vertex Attrib Array Stride"),
40 VERTEX_ATTRIB_ARRAY_TYPE("Vertex Attrib Array Type"),
41 VERTEX_ATTRIB_ARRAY_NORMALIZED("Vertex Attrib Array Normalized")
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  /external/skia/src/gpu/
GrDrawTarget.h 113 * blend modes it is safe to fold the coverage into constant or per-vertex
126 * color specified by setColor or per-vertex colors will give the right
132 * Given the current draw state, vertex layout, and hw support, will HW AA
177 * Flags that indicate the layout of vertex data. Vertices always contain
179 * of 2D texture * coordinates, per-vertex colors, and per-vertex coverage.
251 /* Each vertex specificies an edge. Distance to the edge is used to
273 * caller's client has already provided vertex data in a format
281 * that the draw target make room for some amount of vertex and/or index
282 * data. The target provides ptrs to hold the vertex and/or index data
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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
VertexColor.j3md 3 MaterialDef Vertex Color {
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
PostShadow.vert 17 // get the vertex in world space
20 // convert vertex to light viewProj space
PostShadowPSSM.vert 28 // get the vertex in world space
32 // populate the light view matrices array and convert vertex to light viewProj space
  /external/mesa3d/docs/
RELNOTES-5.1 65 Allows server-side vertex arrays, optimized host/card data transfers, etc.
72 Allows multiple vertex arrays to be drawn with one call, including arrays
104 Vertex/Fragment program debugger
108 interactive debugging of vertex and fragment programs. See the
111 The bulk of the vertex/fragment program debugger is implemented
120 As it is now, the demo lets you set breakpoings in vertex/fragment
165 The files related to vertex and fragment programming have changed.
174 arbvertparse.[ch] - ARB vertex program parsing
175 arbparse.[ch] - ARB vertex/fragment parsing
176 arbparse_syn.h - vertex/fragment program synta
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  /external/opencv/cvaux/src/
enmin.cpp 73 // struct Vertex is used for storing vertices of graph
75 struct Vertex
84 // srcVtx - coordinate of source vertex on the real image line
85 // destVtx - coordinate of destination vertex on the real image line
197 getSizeForGraph( Vertex ),
211 ( ( Vertex* )newVtxPtr ) -> coord = i;
216 ( ( Vertex* )newVtxPtr ) -> coord = -2; /* adding alpha vertex */
219 ( ( Vertex* )newVtxPtr ) -> coord = -1; /* adding beta vertex */
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  /frameworks/rs/scriptc/
rs_mesh.rsh 31 * vertex data
34 * @return number of allocations in the mesh that contain vertex
54 * vertex data, e.g. positions, normals, texcoords
57 * @param index index of the vertex allocation
58 * @return allocation containing vertex data
  /frameworks/support/renderscript/v8/rs_support/scriptc/
rs_mesh.rsh 31 * vertex data
34 * @return number of allocations in the mesh that contain vertex
54 * vertex data, e.g. positions, normals, texcoords
57 * @param index index of the vertex allocation
58 * @return allocation containing vertex data
  /external/mesa3d/src/pixelflinger2/
scanline.cpp 216 //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
217 VertexOutput vertex(*start);
237 // ALOGD("pf2 GGLScanLine scanline=%p start=%p constants=%p", scanLineFunction, &vertex, constants);
239 scanLineFunction(&vertex, &vertexDx, constants, frame, depth, stencil, activeStencil, endX - startX + 1);
274 // //VertexOutput & vertex(*(VertexOutput*)ctx->glCtx->CurrentProgram->ValuesVertexOutput);
275 // VertexOutput vertex(*start);
292 // vertex.varyings[i].i[j] = vertex.varyings[i].f[j] * 65536;
295 // vertex.position.i[j] = vertex.position.f[j] * 65536
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