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Searched
refs:tangents
(Results
1 - 3
of
3
) sorted by null
/external/jmonkeyengine/engine/src/core/com/jme3/util/
TangentBinormalGenerator.java
164
VertexBuffer
tangents
= mesh.getBuffer(Type.Tangent);
local
165
if (
tangents
!= null) {
170
BufferUtils.clone(
tangents
.getData()));
176
tangents
.setUsage(Usage.Stream);
186
throw new IllegalArgumentException("Can only generate
tangents
for "
435
FloatBuffer
tangents
= BufferUtils.createFloatBuffer(vertices.length * 4);
local
472
"Angle between
tangents
exceeds tolerance "
587
tangents
.put((i * 4), tangent.x);
588
tangents
.put((i * 4) + 1, tangent.y);
589
tangents
.put((i * 4) + 2, tangent.z)
[
all
...]
/external/jmonkeyengine/engine/src/core/com/jme3/scene/
Mesh.java
336
VertexBuffer
tangents
= getBuffer(Type.Tangent);
local
337
if (
tangents
!= null) {
342
BufferUtils.clone(
tangents
.getData()));
344
tangents
.setUsage(Usage.Stream);
[
all
...]
/external/jmonkeyengine/engine/src/core/com/jme3/animation/
SkeletonControl.java
177
//reseting bind
tangents
if there is a bind tangent buffer
180
VertexBuffer
tangents
= mesh.getBuffer(Type.Tangent);
local
181
FloatBuffer tb = (FloatBuffer)
tangents
.getData();
282
//if there are no
tangents
use the classic skinning
285
//if there are
tangents
use the skinning with
tangents
391
* Specific method for skinning with
tangents
to avoid cluttering the classic skinning calculation with
392
* null checks that would slow down the process even if
tangents
don't have to be computed.
454
//
tangents
has their own index because of the 4 components
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