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full:vertex
(Results
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453
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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}
Completed in 1305 milliseconds
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