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  /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;
  /external/replicaisland/src/com/replica/replicaisland/
LevelBuilder.java 154 //Vertex Buffer Code
TiledVertexGrid.java 191 // draw vertex strips
  /external/skia/gyp/
gpu.gyp 225 '../experimental/AndroidPathRenderer/Vertex.h',
  /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,
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)
GrGLProgram.h 162 // Creates a GL program ID, binds shader attributes to GL vertex attrs, and links the program
  /external/tcpdump/
ospf6.h 93 /* multicast vertex type */
  /external/webkit/Source/ThirdParty/ANGLE/src/compiler/
ParseHelper.h 41 ShShaderType shaderType; // vertex or fragment language (future: pack or unpack)
  /external/webkit/Source/WebCore/platform/graphics/gpu/
LoopBlinnMathUtils.h 60 // if the two triangles only share an adjacent edge or vertex, they
  /frameworks/av/libvideoeditor/lvpp/
NativeWindowRenderer.h 108 // This is the vertex coordinates used for the frame texture.
  /frameworks/base/libs/hwui/font/
CacheTexture.h 28 #include "../Vertex.h"
  /frameworks/base/opengl/java/android/opengl/
Visibility.java 32 * @param positions the vertex positions (x, y, z).
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
rsbench.rs 76 // Default vertex shader
  /frameworks/native/opengl/tests/angeles/
README.txt 38 Common Lite, such as vertex arrays, color arrays and
  /frameworks/rs/driver/
rsdAllocation.h 45 // Is this a legal structure to be used as a vertex source.
  /frameworks/rs/
rsFont.h 233 // Pointer to vertex data to speed up frame to frame work
  /packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/
SurfaceTextureRenderer.cpp 140 // Load the vertex position
  /packages/apps/Gallery2/jni_mosaic/feature_mos/src/mosaic_renderer/
SurfaceTextureRenderer.cpp 140 // Load the vertex position
  /packages/apps/Gallery2/tests/src/com/android/gallery3d/ui/
PointerInfo.java 34 * The number of coordinates per vertex. 1..4
  /packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/
SurfaceTextureRenderer.cpp 140 // Load the vertex position
  /packages/wallpapers/MusicVisualization/src/com/android/musicvis/
GenericWaveRS.java 149 // upload the vertex data
  /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
  /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...]

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