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  /frameworks/native/services/surfaceflinger/RenderEngine/
GLES20RenderEngine.cpp 31 #include "Mesh.h"
186 void GLES20RenderEngine::drawMesh(const Mesh& mesh) {
190 if (mesh.getTexCoordsSize()) {
193 mesh.getTexCoordsSize(),
195 mesh.getByteStride(),
196 mesh.getTexCoords());
200 mesh.getVertexSize(),
202 mesh.getByteStride(),
203 mesh.getPositions())
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  /cts/suite/pts/deviceTests/opengl/jni/graphics/
Mesh.h 20 // This allows a mesh to appear multiple times in a SceneGraph without duplication.
21 class Mesh {
23 Mesh(const float* vertices, const float* normals, const float* texCoords,
25 virtual ~Mesh() {};
MeshNode.h 18 #include "Mesh.h"
24 MeshNode(const Mesh* mesh);
29 const Mesh* mMesh;
GLUtils.h 23 #include "Mesh.h"
32 // Loads a mesh from assets/mesh/<name>
33 static Mesh* loadMesh(const char* name);
PerspectiveMeshNode.h 19 #include "Mesh.h"
25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
TexturedMeshNode.cpp 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) :
18 MeshNode(mesh), mTextureId(textureId) {
TexturedMeshNode.h 19 #include "Mesh.h"
25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Renderable.java 35 import android.renderscript.Mesh;
77 public void setMesh(Mesh mesh) {
78 mData.mesh = mesh;
80 mField.set_mesh(0, mData.mesh, true);
84 public void setMesh(String mesh, String indexName) {
85 mMeshName = mesh;
114 public void resolveMeshData(Mesh mesh) {
    [all...]
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/
UVProjectionGenerator.java 8 import com.jme3.scene.Mesh;
22 * @param mesh
23 * mesh that is to be projected
28 public static float[] flatProjection(Mesh mesh, BoundingBox bb) {
30 bb = UVCoordinatesGenerator.getBoundingBox(mesh);
34 FloatBuffer positions = mesh.getFloatBuffer(VertexBuffer.Type.Position);
47 * @param mesh
48 * mesh that is to be projected
53 public static float[] cubeProjection(Mesh mesh, BoundingBox bb)
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UVCoordinatesGenerator.java 40 import com.jme3.scene.Mesh;
82 * This method generates UV coordinates for the given mesh.
84 * Each containing mesh with separate material.
104 Mesh mesh = geometries.get(0).getMesh(); local
110 inputData = BufferUtils.getFloatArray(mesh.getFloatBuffer(VertexBuffer.Type.Position));
113 FloatBuffer uvCoordinatesBuffer = BufferUtils.createFloatBuffer(mesh.getVertexCount() * textureDimension);
115 for (int i = 0; i < mesh.getVertexCount(); ++i) {
126 inputData = BufferUtils.getFloatArray(mesh.getFloatBuffer(VertexBuffer.Type.Normal));
150 inputData = UVProjectionGenerator.flatProjection(mesh, bb)
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  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
MeshLoader.java 69 * Loads Ogre3D mesh.xml files.
96 private Mesh mesh; field in class:MeshLoader
105 private Mesh sharedMesh;
127 mesh = null;
159 switch (mesh.getMode()){
184 switch (mesh.getMode()){
210 mesh.setBuffer(vb);
244 mesh = new Mesh();
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  /cts/suite/pts/deviceTests/opengl/
cob_exporter.py 34 mesh = context.active_object
35 if mesh.type != 'MESH':
36 print("Active object is not a mesh")
38 if mesh.mode != 'OBJECT':
40 print("Writing "+mesh.name+" to "+self.filepath)
41 uvtex = mesh.data.uv_textures.active # points to active texture
47 for vertex_index, vertex_itself in enumerate(mesh.data.faces[uv_index].vertices):
49 vertex = mesh.data.vertices[vertex_itself]
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Mesh.java 49 import com.jme3.scene.mesh.*;
59 * <code>Mesh</code> is used to store rendering data.
65 * the size of each point is specified via {@link Mesh#setPointSize(float) }.
69 * via {@link Mesh#setLineWidth(float) }.</li>
75 public class Mesh implements Savable, Cloneable {
78 * The mode of the Mesh specifies both the type of primitive represented
79 * by the mesh and how the data should be interpreted.
84 * can be specified with {@link Mesh#setPointSize(float) }.
90 * a single line. {@link Mesh#setLineWidth(float) } can be used
98 * previous vertex to make a line. {@link Mesh#setLineWidth(float) } can
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticleMesh.java 38 import com.jme3.scene.Mesh;
46 public abstract class ParticleMesh extends Mesh {
49 * Type of particle mesh
53 * The particle mesh is composed of points. Each particle is a point.
60 * The particle mesh is composed of triangles. Each particle is
67 * Initialize mesh data.
  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/
FloatToFixed.java 40 import com.jme3.scene.Mesh;
45 import com.jme3.scene.mesh.IndexBuffer;
60 Mesh mesh = geom.getMesh(); local
62 VertexBuffer positions = mesh.getBuffer(Type.Position);
63 VertexBuffer normals = mesh.getBuffer(Type.Normal);
64 VertexBuffer texcoords = mesh.getBuffer(Type.TexCoord);
65 VertexBuffer indices = mesh.getBuffer(Type.Index);
71 mesh.getVertexCount());
81 mesh.clearBuffer(Type.Position)
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  /frameworks/base/docs/html/sdk/api_diff/16/changes/
android.renderscript.Mesh.AllocationBuilder.html 10 android.renderscript.Mesh.AllocationBuilder
74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html" target="_top"><font size="+2"><code>Mesh.AllocationBuilder</code></font></A>
86 <A NAME="android.renderscript.Mesh.AllocationBuilder.ctor_changed(android.renderscript.RenderScript)"></A>
87 <nobr><A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#Mesh.AllocationBuilder(android.renderscript.RenderScript)" target="_top"><code>Mesh.AllocationBuilder</code></A>(<code>RenderScript</code>) </nobr>
105 <A NAME="android.renderscript.Mesh.AllocationBuilder.addIndexSetAllocation_changed(android.renderscript.Allocation, android.renderscript.Mesh.Primitive)"></A>
106 <nobr><code>AllocationBuilder</code>&nbsp;<A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#addIndexSetAllocation(android.renderscript.Allocation, android.renderscript (…)
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  /external/jmonkeyengine/engine/src/jbullet/com/jme3/bullet/collision/shapes/
GImpactCollisionShape.java 43 import com.jme3.scene.Mesh;
48 * Basic mesh collision shape
62 * creates a collision shape from the given Mesh
63 * @param mesh the Mesh to use
65 public GImpactCollisionShape(Mesh mesh) {
66 createCollisionMesh(mesh, new Vector3f(1,1,1));
70 private void createCollisionMesh(Mesh mesh, Vector3f worldScale)
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  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCustomMesh.java 41 import com.jme3.scene.Mesh;
47 * We render the mesh in three different ways, once with a solid blue color,
61 Mesh m = new Mesh();
77 // Indexes. We define the order in which mesh should be constructed
87 // First mesh uses one solid color
100 // Second mesh uses vertex colors to color each vertex
102 Mesh cMesh = m.clone();
126 // move mesh a bit so that it doesn't intersect with the first one
130 // /** Alternatively, you can show the mesh vertixes as point
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  /frameworks/base/tests/RenderScriptTests/Fountain/src/com/example/android/rs/fountain/
FountainRS.java 44 Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
46 smb.addIndexSetType(Mesh.Primitive.POINT);
47 Mesh sm = smb.create();
  /frameworks/base/tests/RenderScriptTests/Fountain_v11/src/com/android/fountain/
FountainRS.java 44 Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
46 smb.addIndexSetType(Mesh.Primitive.POINT);
47 Mesh sm = smb.create();
  /cts/suite/pts/deviceTests/opengl/jni/reference/scene/flocking/
WaterMeshNode.h 19 #include <graphics/Mesh.h>
25 WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2);
  /cts/suite/pts/deviceTests/opengl/jni/reference/scene/glowing/
BlurMeshNode.h 19 #include <graphics/Mesh.h>
25 BlurMeshNode(const Mesh* mesh, GLuint fboTexId, GLuint tmpTexId1, GLuint tmpTexId2, float width, float height);
  /frameworks/rs/driver/
rsdMesh.h 24 const android::renderscript::Mesh *m);
26 const android::renderscript::Mesh *m,
29 const android::renderscript::Mesh *m);
  /packages/wallpapers/PhaseBeam/src/com/android/phasebeam/
PhaseBeamRS.java 9 import android.renderscript.Mesh;
21 import android.renderscript.Mesh.Primitive;
46 private Mesh mDotMesh;
49 private Mesh mBeamMesh;
68 Mesh.AllocationBuilder smb2 = new Mesh.AllocationBuilder(mRS);
70 smb2.addIndexSetType(Mesh.Primitive.POINT);
74 Mesh.AllocationBuilder smb3 = new Mesh.AllocationBuilder(mRS);
76 smb3.addIndexSetType(Mesh.Primitive.POINT)
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  /frameworks/base/tests/RenderScriptTests/FountainFbo/src/com/example/android/rs/fountainfbo/
FountainFboRS.java 22 import android.renderscript.Mesh;
46 Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
48 smb.addIndexSetType(Mesh.Primitive.POINT);
49 Mesh sm = smb.create();

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