/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/ |
ShowNormals.j3md | 1 MaterialDef Debug Normals {
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/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));
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/ |
ssao.j3md | 8 Texture2D Normals
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/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));
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Cylinder.java | 196 * @return true if normals and uvs are created for interior use
232 // Normals
261 // calculate normals
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
package.html | 21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
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/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);
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ModelConverter.java | 151 // convert normals, positions, and texcoords
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/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
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/external/replicaisland/src/com/replica/replicaisland/ |
SolidSurfaceComponent.java | 87 final FixedSizeArray<Vector2> normals = mNormals; local 118 normal.set(normals.get(x));
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/external/jmonkeyengine/engine/src/test/jme3test/model/ |
TestObjLoading.java | 53 // show normals as material
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/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
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/external/jmonkeyengine/engine/src/test/jme3test/conversion/ |
TestTriangleStrip.java | 56 // show normals as material
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/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.
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/frameworks/rs/scriptc/ |
rs_mesh.rsh | 54 * vertex data, e.g. positions, normals, texcoords
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/prebuilts/sdk/renderscript/include/ |
rs_mesh.rsh | 54 * vertex data, e.g. positions, normals, texcoords
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/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
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/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.
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/external/jmonkeyengine/engine/src/test/jme3test/stress/ |
TestBatchLod.java | 68 // show normals as material
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TestLodStress.java | 69 // show normals as material
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/external/skia/legacy/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
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/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
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/frameworks/base/core/res/res/values-ca/ |
strings.xml | [all...] |