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  /packages/apps/Gallery2/jni_mosaic/feature_mos/src/mosaic_renderer/
YVURenderer.cpp 100 // Load the vertex position
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
YVURenderer.cpp 100 // Load the vertex position
  /packages/wallpapers/HoloSpiral/src/com/android/wallpaper/holospiral/
holo_spiral.rs 28 // Vertex Shaders
  /packages/wallpapers/MusicVisualization/src/com/android/musicvis/
waveform.rs 29 typedef struct Vertex {
  /development/ndk/platforms/android-18/samples/gles3jni/jni/
gles3jni.cpp 23 const Vertex QUAD[4] = {
60 shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment",
  /external/quake/quake/src/QW/dxsdk/sdk/inc/
d3dcaps.h 194 DWORD dwMaxVertexCount; /* Maximum vertex count */
216 /* for post-transform vertex data */
  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DCAPS.H 194 DWORD dwMaxVertexCount; /* Maximum vertex count */
216 /* for post-transform vertex data */
  /external/skia/src/gpu/gl/
GrGpuGL.h 117 // Sets up vertex attribute pointers and strides. On return startIndexOffset specifies an
122 // binds appropriate vertex and index buffers, also returns any extra verts or indices to
  /external/srec/tools/grxmlcompile/
netw_arc.h 140 /* Get from Vertex
144 /* Get to Vertex
  /external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/
IndexDataManager.cpp 289 ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize);
342 ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize);
  /frameworks/base/graphics/java/android/renderscript/
ProgramVertexFixedFunction.java 28 * simple way to create a fixed function emulation vertex shader
121 * Creates a builder for fixed function vertex program
  /external/opencv/cv/src/
cvcontourtree.cpp 247 /* form next vertex */
275 /* form next vertex */
332 /* go to next vertex */
694 _CvTrianAttr *tree_one = 0, tree_root; /* current vertex */
765 /* go to left sub tree for the vertex and save pointer to the right vertex */
  /external/opencv/cxcore/include/
cxtypes.h     [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
VertexBuffer.java 46 * is sent as an attribute to the vertex shader to be processed.
64 * Position of the vertex (3 floats)
101 * Specifies the source data for various vertex buffers
120 * Initial vertex position, used with animation.
129 * Initial vertex normals, used with animation.
189 * Initial vertex tangents, used with animation.
200 * is used. This can determine if a vertex buffer is placed in VRAM
    [all...]
  /frameworks/base/docs/html/guide/topics/graphics/
opengl.jd 321 to the vertex shaders of your graphics objects. With this matrix member added, you can then
325 <li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix
326 and include it as a multiplier of the shader's position. In the following example vertex shader
334 // the coordinates of objects that use this vertex shader.
347 member in the vertex shader into which you apply a combined projection matrix and camera view
349 matrix and camera viewing matrix members in your vertex shaders so you can change them
352 <li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to
358 variable defined in the vertex shader above.
394 camera view transformations, multiply the matrices together and then set them into the vertex
    [all...]
  /frameworks/base/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/
rsrenderstates.rs 63 // Custom vertex shader compunents
152 // Default vertex sahder
441 // Update vertex shader constants
477 // Update vertex shader constants
513 // Update vertex shader constants
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
SkeletonControl.java 305 // NOTE: This code assumes the vertex buffer is in bind pose
394 * @param maxWeightsPerVert maximum number of weights per vertex
408 // NOTE: This code assumes the vertex buffer is in bind pose
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Cylinder.java 79 * of more vertex information.
98 * of more vertex information. <br>
124 * of more vertex information. <br>
  /external/skia/src/gpu/
GrDrawState.cpp 179 * Order of vertex components:
487 // Check if per-vertex or constant color may have partial alpha
541 // Initialize to an unknown starting coverage if per-vertex coverage is specified.
  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
DesktopAssetManager.java 382 * Load a vertex/fragment shader combo.
399 s.addSource(Shader.ShaderType.Vertex, vertName, vertSource, key.getDefines().getCompiled());
  /external/jmonkeyengine/engine/src/core/com/jme3/shader/
Shader.java 83 * Control vertex processing. (e.g transform of model to clip space)
85 Vertex,
  /external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/
RenderDeviceJme.java 99 //vertex color only for gradient quads (although i didn't find a way in nifty to make a gradient using vertex color)
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/
GeoMap.java 225 * Creates a vertex array from the height data in this Geomap
227 * The scale argument specifies the scale to use for the vertex buffer.
Terrain.java 181 * This is an un-scaled size, and should represent the vertex count (ie. the
192 * then each texture coordinate (on a vertex) will be 1/(terrain size).
  /external/quake/quake/src/QW/client/
d_sprite.c 431 // copy the first vertex to the last vertex, so we don't have to deal with

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