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  /external/skia/src/gpu/
GrPathUtils.h 67 * Applies the matrix to vertex positions to compute UV coords. This
74 * STRIDE is the size of each vertex.
75 * UV_OFFSET is the offset of the UV values within each vertex.
76 * vertices is a pointer to the first vertex.
GrBufferAllocPool.h 189 * A GrBufferAllocPool of vertex buffers
196 * @param gpu The GrGpu used to create the vertex buffers.
225 * @param vertexSize specifies size of a vertex to allocate space for
227 * @param buffer returns the vertex buffer that will hold the
229 * @param startVertex returns the offset into buffer of the first vertex.
230 * In units of the size of a vertex from layout param.
231 * @return pointer to first vertex.
254 * @param the size of a vertex to compute space for.
260 * Gets the number of vertices that can fit in a preallocated vertex buffer.
263 * @param the size of a vertex to compute space for
    [all...]
  /external/webkit/Source/ThirdParty/ANGLE/src/compiler/
BaseTypes.h 83 EvqVaryingOut, // vertex shaders only read/write
85 EvqInvariantVaryingOut, // vertex shaders only read/write
86 EvqUniform, // Readonly, vertex and fragment
98 // built-ins written by vertex shader
  /frameworks/base/libs/hwui/
PathTessellator.h 24 #include "Vertex.h"
103 float sqrInvScaleX, float sqrInvScaleY, Vector<Vertex> &outputVertices);
114 Vector<Vertex> &outputVertices);
126 Vector<Vertex> &outputVertices);
  /frameworks/base/media/mca/filterfw/native/core/
vertex_frame.cpp 50 ALOGE("VertexFrame: Could not create vertex buffer!");
65 "inside the vertex frame (%d bytes)!", size, size_);
  /cts/tests/tests/openglperf/src/android/openglperf/cts/
Sphere.java 28 * Vertices data is composed of vertex coordinates in x, y, z followed by
29 * texture coordinates s, t for each vertex
30 * Indices store vertex indices for the whole sphere.
58 throw new RuntimeException("nSlices " + nSlices + " too big for vertex");
64 // 3 vertex coords + 2 texture coords
90 // vertex x,y,z
  /external/ceres-solver/internal/ceres/
canonical_views_clustering.h 63 // of the graph. If w_ij i s the weight connecting the vertex i to
64 // vertex j, and C is the set of canonical views. Then the objective
78 // for each vertex in the graph which best explains it, while trying
83 // vertex weights, higher weights indicating a higher preference for
84 // being chosen as a canonical view. Thus if w_i is the vertex weight
85 // for vertex i, the objective function is then
  /frameworks/base/docs/html/training/graphics/opengl/
draw.jd 71 <li><em>Vertex Shader</em> - OpenGL ES graphics code for rendering the vertices of a shape.</li>
78 <p>You need at least one vertex shader to draw a shape and one fragment shader to color that shape.
103 // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
132 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
144 color values to the shape?s vertex shader and fragment shader, and then executes the drawing
152 // get handle to vertex shader's vPosition member
172 // Disable vertex array
  /frameworks/native/opengl/tests/testViewport/src/com/android/test/
TestView.java 78 * The vertex and index data are held in VBO objects because on most
79 * GPUs VBO objects are the fastest way of rendering static vertex
85 // Size of vertex data elements in bytes:
89 // Vertex structure:
97 // These buffers are used to hold the vertex and index data while
187 // Generate a the vertex and element buffer IDs
194 // Upload the vertex data
  /external/jmonkeyengine/engine/src/core/com/jme3/animation/
package.html 36 jME3 uses a system of bone-weights: A vertex is assigned up to 4 bones by which
38 vertex. The maximum weight value being 1.0, and the requirement that all 4 weights
39 for a given vertex <em>must</em> sum to 1.0. This data is specified
45 bones, even if the maximum number of bones any vertex is influenced is less or more
47 If a vertex is influenced by less than 4 bones, the indices following the last
  /frameworks/base/graphics/java/android/renderscript/
ProgramFragment.java 29 * that describes the constants used by the program. Similar to the vertex programs,
35 * Communication between the vertex and fragment programs is handled internally in the
37 * varTex0, the GLSL code inside the program vertex must provide it.
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
TorusTest.java 81 "Geo test 25.6k geo heavy vertex",
82 "Geo test 51.2k geo heavy vertex",
83 "Geo test 204.8k geo raster load heavy vertex",
87 "Geo test 25.6k heavy fragment heavy vertex",
88 "Geo test 51.2k heavy fragment heavy vertex",
89 "Geo test 204.8k small tries heavy fragment heavy vertex"
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
MatrixPaletteRenderer.java 49 * This grid class is customized for the vertex data required for this
52 * The vertex and index data are held in VBO objects because on most
53 * GPUs VBO objects are the fastest way of rendering static vertex
59 // Size of vertex data elements in bytes:
63 // Vertex structure:
77 // These buffers are used to hold the vertex and index data while
182 // Generate a the vertex and element buffer IDs
189 // Upload the vertex data
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/kube/
GLVertex.java 26 final short index; // index in vertex table
74 // skip to location of vertex in mVertex buffer
  /development/samples/Snake/src/com/example/android/snake/
BackgroundView.java 60 // Colors for each vertex
64 // Set color for all vertex points to current triangle color
  /external/jmonkeyengine/engine/src/core/com/jme3/material/
FixedFuncBinding.java 75 * Use vertex color as an additional diffuse color, if lighting is enabled.
76 * If lighting is disabled, vertex color is modulated with
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/
WrappedIndexBuffer.java 11 * <code>WrappedIndexBuffer</code> converts vertex indices from a non list based
14 * As it is often more convenient to read vertex data in list format
  /frameworks/rs/scriptc/
rs_graphics.rsh 127 * vertex program. Calling this function with a custom vertex shader
135 * vertex program. Calling this function with a custom vertex shader
143 * vertex program. Calling this function with a custom vertex shader
151 * vertex program. Calling this function with a custom vertex shader
  /prebuilts/sdk/renderscript/include/
rs_graphics.rsh 127 * vertex program. Calling this function with a custom vertex shader
135 * vertex program. Calling this function with a custom vertex shader
143 * vertex program. Calling this function with a custom vertex shader
151 * vertex program. Calling this function with a custom vertex shader
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ArmatureModifier.java 53 // weight per vertex on line 258
62 * The maxiumum amount of bone groups applied to a single vertex (max =
91 // if pDvert==null then there are not vertex groups and no need to load
247 * This method returns an array of size 2. The first element is a vertex
248 * buffer holding bone weights for every vertex in the model. The second
249 * element is a vertex buffer holding bone indices for vertices (the indices
258 * the maximum amount of weights per vertex (up to
263 * vertex may appear several times in the result model
270 * output parameter) the maximum amount of weights for a vertex
282 // vertex in blender)
    [all...]
  /cts/tests/src/android/rsg/cts/
graphics_runner.rs 30 rsDebug("Set Program Vertex, drew quad", 0);
  /cts/tests/tests/opengl/libopengltest/
attach_shader_eleven.cpp 22 #include "vertex.h"
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererElevenShaderTest.java 25 private String fragmentShaderCode = Vertex.successfulcompile_vertex;
Vertex.java 18 public class Vertex {
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
package.html 21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}

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