HomeSort by relevance Sort by last modified time
    Searched full:mesh (Results 276 - 300 of 401) sorted by null

<<11121314151617

  /frameworks/base/docs/html/reference/renderscript/
rs__graphics_8rsh.html 69 <tr><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="rs__graphics_8rsh.html#a0978c54902dd1d60180f8dbb0b781105">rsgMeshComputeBoundingBox</a> (<a class="el" href="structrs__mesh.html">rs_mesh</a> mesh, float *minX, float *minY, float *minZ, float *maxX, float *maxY, float *maxZ)</td></tr>
70 <tr><td class="memItemLeft" align="right" valign="top">static __inline__ void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="rs__graphics_8rsh.html#a6058b6b6c8b94f96f03dc8bca6a2090b">rsgMeshComputeBoundingBox</a> (<a class="el" href="structrs__mesh.html">rs_mesh</a> mesh, <a class="el" href="rs__types_8rsh.html#a0046fa0f208d0899adbcf1f8b5aafadd">float3</a> *bBoxMin, <a class="el" href="rs__types_8rsh.html#a0046fa0f208d0899adbcf1f8b5aafadd">float3</a> *bBoxMax)</td></tr>
467 <p>Draw a mesh using the current context state. The whole mesh is rendered.</p>
501 <p>Draw part of a mesh using the current context state. </p>
504 <tr><td class="paramname">ism</td><td>mesh object to render </td></tr>
548 <p>Draw specified index range of part of a mesh using the current context state. </p>
551 <tr><td class="paramname">ism</td><td>mesh object to render </td></tr>
    [all...]
  /frameworks/base/libs/hwui/
FontRenderer.cpp 293 if (!cacheTexture->mesh()) {
516 TextureVertex* mesh = texture->mesh(); local
517 caches.bindPositionVertexPointer(force, &mesh[0].position[0]);
518 caches.bindTexCoordsVertexPointer(force, &mesh[0].texture[0]);
OpenGLRenderer.h 300 status_t drawPatch(SkBitmap* bitmap, const Patch* mesh, AssetAtlas::Entry* entry,
816 * Draws a textured mesh with the specified texture. If the indices are omitted,
817 * the mesh is drawn as a simple quad. The mesh pointers become offsets when a
828 * @param vertices The vertices that define the mesh
830 * @param elementsCount The number of elements in the mesh, required by indices
833 * @param vbo The VBO used to draw the mesh
859 void drawIndexedQuads(Vertex* mesh, GLsizei quadsCount);
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Dome.java 41 import com.jme3.scene.Mesh;
56 public class Dome extends Mesh {
212 // Generate points on the unit circle to be used in computing the mesh
Sphere.java 41 import com.jme3.scene.Mesh;
56 public class Sphere extends Mesh {
166 // Generate points on the unit circle to be used in computing the mesh
  /frameworks/rs/scriptc/
rs_types.rsh 148 * \brief Opaque handle to a RenderScript mesh object.
150 * See: android.renderscript.Mesh
422 * Describes the way mesh vertex data is interpreted when rendering
  /prebuilts/sdk/renderscript/include/
rs_types.rsh 148 * \brief Opaque handle to a RenderScript mesh object.
150 * See: android.renderscript.Mesh
422 * Describes the way mesh vertex data is interpreted when rendering
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticleEmitter.java 176 // Reinitialize particle mesh
274 * Returns the mesh type used by the particle emitter.
277 * @return the mesh type used by the particle emitter.
287 * Sets the type of mesh used by the particle emitter.
288 * @param meshType The mesh type to use
357 //We have to reinit the mesh's buffers with the new size
    [all...]
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
VertexBuffer.java 45 * data used by {@link Mesh}es. Every VertexBuffer set on a <code>Mesh</code>
206 * Mesh data is sent once and very rarely updated.
211 * Mesh data is updated occasionally (once per frame or less).
216 * Mesh data is updated every frame.
221 * Mesh data is <em>not</em> sent to GPU at all. It is only
    [all...]
  /frameworks/base/docs/html/sdk/api_diff/16/changes/
fields_index_changes.html 92 <nobr><A HREF="android.renderscript.Mesh.TriangleMeshBuilder.html#android.renderscript.Mesh.TriangleMeshBuilder.COLOR" class="hiddenlink" target="rightframe">COLOR</A>
207 <nobr><A HREF="android.renderscript.Mesh.TriangleMeshBuilder.html#android.renderscript.Mesh.TriangleMeshBuilder.NORMAL" class="hiddenlink" target="rightframe">NORMAL</A>
301 <nobr><A HREF="android.renderscript.Mesh.TriangleMeshBuilder.html#android.renderscript.Mesh.TriangleMeshBuilder.TEXTURE_0" class="hiddenlink" target="rightframe">TEXTURE_0</A>
  /external/chromium_org/third_party/WebKit/Source/core/platform/graphics/filters/custom/
CustomFilterRenderer.cpp 132 // FIXME: Sharing the mesh would just save the time needed to upload it to the GPU, so I assume we could
191 // in order to rotate around the middle of mesh.
  /external/jmonkeyengine/engine/src/test/jme3test/bullet/
TestHoveringTank.java 142 spaceCraft = assetManager.loadModel("Models/HoverTank/Tank2.mesh.xml");
168 Spatial missile = assetManager.loadModel("Models/SpaceCraft/Rocket.mesh.xml");
TestGhostObject.java 67 // Mesh to be shared across several boxes.
TestPhysicsCharacter.java 108 Spatial model = assetManager.loadModel("Models/Sinbad/Sinbad.mesh.xml");
  /external/replicaisland/src/com/replica/replicaisland/
Grid.java 32 * A 2D rectangular mesh. Can be drawn textured or untextured.
114 * Initialize triangle list mesh.
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
ui_test.rs 249 // Display sample images in a mesh with different texture
320 rsMatrixMultiply(&transMatrix, &matrix); // scale the mesh
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Scene.java 35 import android.renderscript.Mesh;
219 public void meshLoaded(Mesh m) {
  /cts/suite/pts/deviceTests/opengl/jni/primitive/fullpipeline/
FullPipelineRenderer.cpp 154 mMesh = new Mesh(FP_VERTICES, FP_NORMALS, FP_TEX_COORDS, FP_NUM_VERTICES);
  /external/chromium_org/tools/gyp/test/actions/
gyptest-all.py 23 # doesn't mesh well with ninja's semantics. TODO(evan): figure out
  /external/jmonkeyengine/engine/src/android/com/jme3/asset/
AndroidAssetManager.java 97 registerLoaderSafe(com.jme3.scene.plugins.ogre.MeshLoader.class, "mesh.xml");
  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
AssetKey.java 60 //workaround for filenames ending with xml and another dot ending before that (my.mesh.xml)
  /external/jmonkeyengine/engine/src/core/com/jme3/bounding/
BoundingSphere.java 151 // * @param mesh
155 // public void computeFromTris(int[] indices, Mesh mesh, int start, int end) {
164 // mesh.getTriangle(indices[i], verts);
  /external/jmonkeyengine/engine/src/test/jme3test/collision/
TestMousePick.java 143 Spatial golem = assetManager.loadModel("Models/Oto/Oto.mesh.xml");
  /external/jmonkeyengine/engine/src/test/jme3test/export/
TestAssetLinkNode.java 71 loaderNode.addLinkedChild(new ModelKey("Models/MonkeyHead/MonkeyHead.mesh.xml"));
  /external/jmonkeyengine/engine/src/test/jme3test/light/
TestSpotLight.java 115 Spatial signpost = assetManager.loadModel("Models/Sign Post/Sign Post.mesh.xml");

Completed in 675 milliseconds

<<11121314151617