/external/quake/quake/src/WinQuake/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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/external/replicaisland/src/com/replica/replicaisland/ |
LevelBuilder.java | 154 //Vertex Buffer Code
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TiledVertexGrid.java | 191 // draw vertex strips
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/external/skia/gyp/ |
gpu.gyp | 225 '../experimental/AndroidPathRenderer/Vertex.h',
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/external/skia/src/gpu/ |
GrDrawTarget.cpp | 239 GrCrash("Unknown Vertex Source Type."); 352 GrCrash("Attempting to draw without vertex src."); 362 GrCrash("Drawing outside valid vertex range."); 539 // check for coverage due to constant coverage, per-vertex coverage,
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GrContext.cpp | 736 // TODO: consider making static vertex buffers for these cases. 737 // Hairline could be done by just adding closing vertex to 750 GrPoint* vertex = geo.positions(); local 755 setStrokeRectStrip(vertex, rect, width); 760 vertex[0].set(rect.fLeft, rect.fTop); 761 vertex[1].set(rect.fRight, rect.fTop); 762 vertex[2].set(rect.fRight, rect.fBottom); 763 vertex[3].set(rect.fLeft, rect.fBottom); 764 vertex[4].set(rect.fLeft, rect.fTop); [all...] |
/external/skia/src/gpu/gl/ |
GrGLEffectMatrix.cpp | 92 // varying = matrix * vertex-coords (logically)
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GrGLProgram.h | 162 // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
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/external/tcpdump/ |
ospf6.h | 93 /* multicast vertex type */
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/external/webkit/Source/ThirdParty/ANGLE/src/compiler/ |
ParseHelper.h | 41 ShShaderType shaderType; // vertex or fragment language (future: pack or unpack)
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
LoopBlinnMathUtils.h | 60 // if the two triangles only share an adjacent edge or vertex, they
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/frameworks/av/libvideoeditor/lvpp/ |
NativeWindowRenderer.h | 108 // This is the vertex coordinates used for the frame texture.
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/frameworks/base/libs/hwui/font/ |
CacheTexture.h | 28 #include "../Vertex.h"
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/frameworks/base/opengl/java/android/opengl/ |
Visibility.java | 32 * @param positions the vertex positions (x, y, z).
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/frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/ |
rsbench.rs | 76 // Default vertex shader
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/frameworks/native/opengl/tests/angeles/ |
README.txt | 38 Common Lite, such as vertex arrays, color arrays and
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/frameworks/rs/driver/ |
rsdAllocation.h | 45 // Is this a legal structure to be used as a vertex source.
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/frameworks/rs/ |
rsFont.h | 233 // Pointer to vertex data to speed up frame to frame work
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/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
SurfaceTextureRenderer.cpp | 140 // Load the vertex position
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/packages/apps/Gallery2/jni_mosaic/feature_mos/src/mosaic_renderer/ |
SurfaceTextureRenderer.cpp | 140 // Load the vertex position
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/packages/apps/Gallery2/tests/src/com/android/gallery3d/ui/ |
PointerInfo.java | 34 * The number of coordinates per vertex. 1..4
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/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
SurfaceTextureRenderer.cpp | 140 // Load the vertex position
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/packages/wallpapers/MusicVisualization/src/com/android/musicvis/ |
GenericWaveRS.java | 149 // upload the vertex data
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/external/quake/quake/src/QW/client/ |
gl_rmain.c | 311 // get the vertex count and primitive type 320 float vertex[3*256]; local 337 pVertex = vertex; 352 glVertexPointer(3, GL_FLOAT, 0, vertex); 413 // get the vertex count and primitive type
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
ShaderProgram.cpp | 107 // We could pass the pureColor into either Vertex or Frag Shader. 108 // The reason we passed the color into the Vertex Shader is that some driver 220 ALOGE("couldn't load the vertex shader!"); 233 GLUtils::checkGlError("glAttachShader vertex"); 800 // It first scale and translate the vertex array from (0,0)(1x1) to real [all...] |