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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);
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  /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;

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