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Searched
full:vertex
(Results
201 - 225
of
453
) sorted by null
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/external/quake/quake/src/QW/client/
r_aclip.c
44
pfv0 is the unclipped
vertex
, pfv1 is the z-clipped
vertex
bspfile.h
171
unsigned short v[2]; //
vertex
numbers
d_iface.h
122
// and
vertex
drawing via
/external/quake/quake/src/WinQuake/
d_sprite.cpp
431
// copy the first
vertex
to the last
vertex
, so we don't have to deal with
r_aclip.cpp
44
pfv0 is the unclipped
vertex
, pfv1 is the z-clipped
vertex
d_iface.h
123
// and
vertex
drawing via
/external/replicaisland/src/com/replica/replicaisland/
Grid.java
35
*
vertex
buffers and to insert edges between grid squares for tiling.
342
// Allocate and fill the
vertex
buffer.
/external/srec/tools/grxmlcompile/
sub_grph.h
372
int *vertexProp; //
Vertex
properties
373
bool *vertexMinned; //
Vertex
properties
/external/webkit/Source/WebCore/platform/graphics/ca/win/
LegacyCACFLayerTreeHost.cpp
86
// CoreAnimation needs
vertex
shader 2.0 or greater.
176
// sometimes be more complete, for example when using software
vertex
/frameworks/base/libs/hwui/
DisplayListOp.h
222
// NOTE: requires at least 1
vertex
, and doesn't account for stroke size (should be handled in
750
TextureVertex*
vertex
= &vertices[0];
local
760
SET_TEXTURE(
vertex
, opBounds, bounds, texCoords, left, top);
761
SET_TEXTURE(
vertex
, opBounds, bounds, texCoords, right, top);
762
SET_TEXTURE(
vertex
, opBounds, bounds, texCoords, left, bottom);
764
SET_TEXTURE(
vertex
, opBounds, bounds, texCoords, left, bottom);
765
SET_TEXTURE(
vertex
, opBounds, bounds, texCoords, right, top);
766
SET_TEXTURE(
vertex
, opBounds, bounds, texCoords, right, bottom);
[
all
...]
/frameworks/base/media/mca/filterfw/native/core/
gl_env.h
178
// Attach a
vertex
frame to the environment. The environment takes ownership
186
// Return the
vertex
frame with the specified key, or NULL if there is no
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/
GLTextureViewActivity.java
280
private static int buildProgram(String
vertex
, String fragment) {
281
int vertexShader = buildShader(
vertex
, GL_VERTEX_SHADER);
/frameworks/native/opengl/libagl/
primitives.cpp
26
#include "
vertex
.h"
223
if (ggl_likely(c->arrays.
vertex
.enable)) {
884
// clipping, except for the computation of the distance (
vertex
, plane)
886
// new
vertex
we create.
899
// previous
vertex
, compute distance to the plane
903
// clip each
vertex
against this plane...
965
// previous
vertex
, compute distance to the plane
968
// clip each
vertex
against this plane...
[
all
...]
/packages/apps/Gallery2/tests/src/com/android/gallery3d/glrenderer/
GLCanvasTest.java
250
// Count the number of appearances for each
vertex
.
260
// Each
vertex
should appear exactly once.
/sdk/emulator/opengl/tests/translator_tests/GLES_CM/
triangleCM.cpp
136
GLuint ui32Vbo = 0; //
Vertex
buffer object handle
386
// Enable
vertex
arrays
/cts/tests/tests/openglperf/src/android/openglperf/cts/
GlVboPerfTest.java
42
final int[] numIndexBuffers = {1, 10, 100, 200, 400}; // per
vertex
buffer
/development/ndk/platforms/android-4/samples/san-angeles/jni/
README.txt
38
Common Lite, such as
vertex
arrays, color arrays and
/external/chromium/chrome/browser/resources/gpu_internals/
browser_bridge_tests.js
8
gpuInfo: {"basic_info":[{"description":"Initialization time","value":"111"},{"description":"Vendor Id","value":"0x10de"},{"description":"Device Id","value":"0x0658"},{"description":"Driver vendor","value":"NVIDIA"},{"description":"Driver version","value":"195.36.24"},{"description":"Driver date","value":""},{"description":"Pixel shader version","value":"1.50"},{"description":"
Vertex
shader version","value":"1.50"},{"description":"GL version","value":"3.2"},{"description":"GL_VENDOR","value":"NVIDIA Corporation"},{"description":"GL_RENDERER","value":"Quadro FX 380/PCI/SSE2"},{"description":"GL_VERSION","value":"3.2.0 NVIDIA 195.36.24"},{"description":"GL_EXTENSIONS","value":"GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum "}],
/external/jmonkeyengine/engine/src/bullet-native/
com_jme3_bullet_util_DebugShapeFactory.cpp
128
// Put the verticies into the
vertex
buffer
/external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticlePointMesh.java
130
// update data in
vertex
buffers
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Deferred.frag
37
// Note: preferably, H should be computed in the
vertex
shader
/external/jmonkeyengine/engine/src/core-plugins/com/jme3/shader/plugins/
GLSLLoader.java
196
// The input stream provided is for the
vertex
shader,
/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
MeshLoader.java
369
// each
vertex
has
580
logger.log(Level.WARNING, "
Vertex
{0} has more than 4 weights per
vertex
! Ignoring..", vert);
630
} else if (qName.equals("
vertex
")) {
/external/jmonkeyengine/engine/src/test/jme3test/model/anim/
TestCustomAnim.java
99
// assign
vertex
to bone index 0
/external/quake/quake/src/QW/dxsdk/sdk/inc/
d3drmobj.h
386
STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD
vertex
, DWORD normal) PURE;
390
STDMETHOD(SetTextureCoordinates)(THIS_ DWORD
vertex
, D3DVALUE u, D3DVALUE v) PURE;
394
STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *
vertex
, D3DVECTOR *normal) PURE;
396
STDMETHOD(GetTextureCoordinates)(THIS_ DWORD
vertex
, D3DVALUE *u, D3DVALUE *v) PURE;
Completed in 1103 milliseconds
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