HomeSort by relevance Sort by last modified time
    Searched refs:Mesh (Results 1 - 25 of 177) sorted by null

1 2 3 4 5 6 7 8

  /frameworks/native/services/surfaceflinger/RenderEngine/
Mesh.cpp 17 #include "Mesh.h"
21 Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize)
29 Mesh::~Mesh() {
33 Mesh::Primitive Mesh::getPrimitive() const {
38 float const* Mesh::getPositions() const {
41 float* Mesh::getPositions() {
45 float const* Mesh::getTexCoords() const
    [all...]
Mesh.h 24 class Mesh {
32 Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0);
33 ~Mesh();
40 friend class Mesh;
67 // number of vertices in this mesh
83 Mesh(const Mesh&);
84 Mesh& operator = (const Mesh&);
85 Mesh const& operator = (const Mesh&) const
    [all...]
GLES11RenderEngine.h 33 class Mesh;
61 virtual void drawMesh(const Mesh& mesh);
  /cts/suite/cts/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() {};
Mesh.cpp 14 #include "Mesh.h"
16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
MeshNode.cpp 16 MeshNode::MeshNode(const Mesh* mesh) :
17 mMesh(mesh) {
MeshNode.h 18 #include "Mesh.h"
24 MeshNode(const Mesh* mesh);
29 const Mesh* mMesh;
PerspectiveMeshNode.h 19 #include "Mesh.h"
25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
TexturedMeshNode.h 19 #include "Mesh.h"
25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
  /frameworks/rs/driver/
rsdMesh.h 24 const android::renderscript::Mesh *m);
26 const android::renderscript::Mesh *m,
29 const android::renderscript::Mesh *m);
rsdMeshObj.h 25 class Mesh;
37 const android::renderscript::Mesh *);
46 const android::renderscript::Mesh *mRSMesh;
  /cts/tests/tests/rsg/src/android/renderscriptgraphics/cts/
MeshTest.java 22 import android.renderscript.Mesh;
23 import android.renderscript.Mesh.Primitive;
24 import android.renderscript.Mesh.AllocationBuilder;
25 import android.renderscript.Mesh.Builder;
26 import android.renderscript.Mesh.TriangleMeshBuilder;
52 Mesh.AllocationBuilder mab;
54 mab = new Mesh.AllocationBuilder(mRS);
60 mab = new Mesh.AllocationBuilder(mRS);
67 Mesh mesh = mab.create() local
87 Mesh mesh = mb.create(); local
    [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.
  /frameworks/rs/
rsMesh.h 36 class Mesh : public ObjectBase {
58 Mesh(Context *);
59 Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount);
60 ~Mesh();
64 static Mesh *createFromStream(Context *rsc, IStream *stream);
rsMesh.cpp 24 Mesh::Mesh(Context *rsc) : ObjectBase(rsc) {
38 Mesh::Mesh(Context *rsc,
62 Mesh::~Mesh() {
64 mRSC->mHal.funcs.mesh.destroy(mRSC, this);
75 void Mesh::init() {
77 mRSC->mHal.funcs.mesh.init(mRSC, this);
81 void Mesh::serialize(Context *rsc, OStream *stream) const
147 Mesh *mesh = new Mesh(rsc, vertexBuffersCount, primitivesCount); local
    [all...]
  /cts/suite/cts/deviceTests/opengl/jni/primitive/fullpipeline/
FullPipelineRenderer.h 19 #include <graphics/Mesh.h>
36 Mesh* mMesh;
  /cts/suite/cts/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/cts/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);
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshConvexHullShape.java 5 import com.jme3.scene.Mesh;
10 * (a geometry that tightly wraps the mesh). So in case of multiple meshes some vertices may appear
27 public EmitterMeshConvexHullShape(List<Mesh> meshes) {
33 * of randomly selected mesh.
36 * of randomly selected mesh
41 // now move the point from the meshe's face towards the center of the mesh
48 * of randomly selected mesh.
52 * of randomly selected mesh
59 // now move the point from the meshe's face towards the center of the mesh
  /cts/suite/cts/deviceTests/opengl/jni/reference/
ReferenceRenderer.h 19 #include <graphics/Mesh.h>
  /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/cts/deviceTests/opengl/jni/reference/scene/
Scene.h 18 #include <graphics/Mesh.h>
43 android::Vector<Mesh*> mMeshes;
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Quad.java 35 import com.jme3.scene.Mesh;
46 public class Quad extends Mesh {
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/
WrappedIndexBuffer.java 1 package com.jme3.scene.mesh;
3 import com.jme3.scene.Mesh;
4 import com.jme3.scene.Mesh.Mode;
12 * mesh mode such as {@link Mode#TriangleStrip} or {@link Mode#LineLoop}
16 * convoluting classes used to process mesh data from an external source.
24 public WrappedIndexBuffer(Mesh mesh){
25 super(mesh.getVertexCount(), mesh.getMode());
26 this.ib = mesh.getIndexBuffer()
    [all...]

Completed in 366 milliseconds

1 2 3 4 5 6 7 8