| /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()) [all...] |
| /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() {};
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| MeshNode.h | 18 #include "Mesh.h" 24 MeshNode(const Mesh* mesh); 29 const Mesh* mMesh;
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| GLUtils.h | 23 #include "Mesh.h" 32 // Loads a mesh from assets/mesh/<name> 33 static Mesh* loadMesh(const char* name);
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| PerspectiveMeshNode.h | 19 #include "Mesh.h" 25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
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| TexturedMeshNode.cpp | 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) : 18 MeshNode(mesh), mTextureId(textureId) {
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| TexturedMeshNode.h | 19 #include "Mesh.h" 25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
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| /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) [all...] |
| 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) [all...] |
| /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(); [all...] |
| /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]
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| /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.
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| /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) [all...] |
| /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> <A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#addIndexSetAllocation(android.renderscript.Allocation, android.renderscript (…) [all...] |
| /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) [all...] |
| /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 [all...] |
| /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();
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| /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();
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| /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);
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| /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);
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| /frameworks/rs/driver/ |
| rsdMesh.h | 24 const android::renderscript::Mesh *m); 26 const android::renderscript::Mesh *m, 29 const android::renderscript::Mesh *m);
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| /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) [all...] |
| /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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