/packages/apps/Gallery2/jni_mosaic/feature_mos/src/mosaic_renderer/ |
YVURenderer.cpp | 100 // Load the vertex position
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/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
YVURenderer.cpp | 100 // Load the vertex position
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/packages/wallpapers/HoloSpiral/src/com/android/wallpaper/holospiral/ |
holo_spiral.rs | 28 // Vertex Shaders
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/packages/wallpapers/MusicVisualization/src/com/android/musicvis/ |
waveform.rs | 29 typedef struct Vertex {
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/development/ndk/platforms/android-18/samples/gles3jni/jni/ |
gles3jni.cpp | 23 const Vertex QUAD[4] = { 60 shaderType == GL_VERTEX_SHADER ? "vertex" : "fragment",
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/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
d3dcaps.h | 194 DWORD dwMaxVertexCount; /* Maximum vertex count */
216 /* for post-transform vertex data */
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/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
D3DCAPS.H | 194 DWORD dwMaxVertexCount; /* Maximum vertex count */
216 /* for post-transform vertex data */
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/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
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/external/srec/tools/grxmlcompile/ |
netw_arc.h | 140 /* Get from Vertex 144 /* Get to Vertex
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/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);
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/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
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/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 */
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/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
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/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
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/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>
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/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.
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/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());
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/external/jmonkeyengine/engine/src/core/com/jme3/shader/ |
Shader.java | 83 * Control vertex processing. (e.g transform of model to clip space)
85 Vertex,
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/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)
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/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.
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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).
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/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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