/frameworks/base/tests/RenderScriptTests/FBOTest/src/com/android/fbotest/ |
FBOTestRS.java | 134 if (entry != null && entry.getEntryType() == FileA3D.EntryType.MESH) { 144 if (entry != null && entry.getEntryType() == FileA3D.EntryType.MESH) { 145 Mesh mesh = entry.getMesh(); local 146 mMeshes.set_mMesh(i, mesh, false); 147 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
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/frameworks/base/tests/RenderScriptTests/ModelViewer/src/com/android/modelviewer/ |
SimpleModelRS.java | 133 if (entry != null && entry.getEntryType() == FileA3D.EntryType.MESH) { 143 if (entry != null && entry.getEntryType() == FileA3D.EntryType.MESH) { 144 Mesh mesh = entry.getMesh(); local 145 mMeshes.set_mMesh(i, mesh, false); 146 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
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/frameworks/base/tests/RenderScriptTests/ShadersTest/src/com/android/shaderstest/ |
ShadersTestRS.java | 25 import android.renderscript.Mesh; 146 if (entry != null && entry.getEntryType() == FileA3D.EntryType.MESH) { 156 if (entry != null && entry.getEntryType() == FileA3D.EntryType.MESH) { 157 Mesh mesh = entry.getMesh(); local 158 mMeshes.set_mMesh(i, mesh, false); 159 mMeshes.set_mNumIndexSets(i, mesh.getPrimitiveCount(), false);
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/frameworks/ex/carousel/java/com/android/ex/carousel/ |
CarouselViewHelper.java | 12 import android.renderscript.Mesh; 128 Mesh mesh = getGeometry(id); local 129 if (mesh != null) { 130 mSyncHandler.obtainMessage(SET_GEOMETRY_N, id, 0, mesh).sendToTarget(); 160 mCarouselView.setGeometryForItem(id, (Mesh) msg.obj); 202 public Mesh getGeometry(int id) {
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CarouselView.java | 25 import android.renderscript.Mesh; 200 * @return the loaded mesh or null if it cannot be loaded 202 public Mesh loadGeometry(int resId) { 209 * @param mesh 211 public void setGeometryForItem(int n, Mesh mesh) { 212 mController.setGeometryForItem(n, mesh);
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/frameworks/native/services/surfaceflinger/RenderEngine/ |
RenderEngine.cpp | 26 #include "Mesh.h" 161 Mesh mesh(Mesh::TRIANGLES, c*6, 2); 162 Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>()); 178 drawMesh(mesh);
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/frameworks/base/libs/hwui/ |
OpenGLRenderer.cpp | 1217 TextureVertex* mesh = mCaches.getRegionMesh(); local 1377 Vertex mesh[count * 4]; local 2218 ColorTextureVertex mesh[count]; local 2419 const Patch* mesh = mCaches.patchCache.get(entry, bitmap->width(), bitmap->height(), local 3118 TextureVertex* mesh = &layer->mesh[0]; local 3346 Vertex mesh[count]; local [all...] |
Layer.cpp | 33 mesh = NULL; 58 delete[] mesh;
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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]);
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/ |
MeshHelper.java | 49 import com.jme3.scene.Mesh;
70 * A class that is used in mesh calculations.
90 * This method reads converts the given structure into mesh. The given structure needs to be filled with the appropriate data.
93 * the structure we read the mesh from
94 * @return the mesh feature
112 // reading mesh data
124 // the following map sorts faces by material number (because in jme Mesh can have only one material)
309 Mesh mesh = new Mesh();
local [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11app/ |
d3d11u.h | 80 struct mesh struct 90 mesh(ID3D11Device* dev, D3D11_PRIMITIVE_TOPOLOGY topology, function in struct:mesh 126 ~mesh() 157 mesh* create_tex_quad(ID3D11Device* dev, const BYTE* vs, unsigned vs_size) 172 return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 181 mesh* quad;
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
BatchNode.java | 39 import com.jme3.scene.mesh.IndexBuffer; 60 * the sub geometries can be transformed as usual their transforms are used to update the mesh of the geometryBatch. 146 Mesh mesh = batch.geometry.getMesh(); local 148 VertexBuffer pvb = mesh.getBuffer(VertexBuffer.Type.Position); 150 VertexBuffer nvb = mesh.getBuffer(VertexBuffer.Type.Normal); 153 if (mesh.getBuffer(VertexBuffer.Type.Tangent) != null) { 155 VertexBuffer tvb = mesh.getBuffer(VertexBuffer.Type.Tangent); 172 * every geometry of the sub scene graph of this node will be batched into a single mesh that will be rendered in one call 195 Mesh m = new Mesh() [all...] |
/external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/ |
OBJLoader.java | 41 import com.jme3.scene.Mesh.Mode; 44 import com.jme3.scene.mesh.IndexBuffer; 45 import com.jme3.scene.mesh.IndexIntBuffer; 46 import com.jme3.scene.mesh.IndexShortBuffer; 390 throw new IOException("No geometry data to generate mesh"); 392 // Create mesh from the faces 393 Mesh mesh = constructMesh(faceList); local 395 Geometry geom = new Geometry(objName + "-geom-" + (geomIndex++), mesh); 414 && mesh.getFloatBuffer(Type.Normal) == null) [all...] |
/external/jmonkeyengine/engine/src/tools/jme3tools/optimize/ |
TextureAtlas.java | 40 import com.jme3.scene.Mesh; 80 * <p>The TextureAtlas also allows you to change the texture coordinates of a mesh or geometry 421 * Applies the texture coordinates to the given output mesh 425 * @param outMesh The mesh to set the coords in (can be same as input). 428 public boolean applyCoords(Geometry geom, int offset, Mesh outMesh) { 429 Mesh inMesh = geom.getMesh(); 436 throw new IllegalStateException("Geometry mesh has no texture coordinate buffer."); 494 Mesh mesh = new Mesh(); local [all...] |
/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11app/ |
d3d11u.h | 80 struct mesh struct 90 mesh(ID3D11Device* dev, D3D11_PRIMITIVE_TOPOLOGY topology, function in struct:mesh 126 ~mesh() 157 mesh* create_tex_quad(ID3D11Device* dev, const BYTE* vs, unsigned vs_size) 172 return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, 181 mesh* quad;
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/ |
ArrayModifier.java | 8 import com.jme3.scene.Mesh;
75 Mesh mesh = ((Geometry) spatial).getMesh();
local 76 if (mesh instanceof Curve) {
77 length += ((Curve) mesh).getLength();
79 //if bevel object has several parts then each mesh will have the same reference
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ArmatureModifier.java | 20 import com.jme3.scene.Mesh;
48 // variable in mesh,
59 /** Old memory address of the mesh that will have the skeleton applied. */
126 // read mesh indexes
182 Mesh mesh = geom.getMesh();
local 184 mesh.setMaxNumWeights(this.boneGroups);
185 mesh.setBuffer(this.verticesWeights);
186 mesh.setBuffer(this.verticesWeightsIndices);
220 * This method reads mesh indexes [all...] |
/external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/d3d1x/progs/d3d11tex/ |
d3d11tex.cpp | 38 mesh* quad;
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/external/jmonkeyengine/engine/src/core/com/jme3/system/ |
NullRenderer.java | 42 import com.jme3.scene.Mesh; 137 public void renderMesh(Mesh mesh, int lod, int count) {
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/external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11tex/ |
d3d11tex.cpp | 38 mesh* quad;
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/external/jmonkeyengine/engine/src/core/com/jme3/font/ |
BitmapTextPage.java | 36 import com.jme3.scene.Mesh;
61 super("BitmapFont", new Mesh());
78 Mesh m = getMesh();
117 clone.mesh = mesh.deepClone();
133 Mesh m = getMesh();
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/curves/ |
CurvesHelper.java | 8 import com.jme3.scene.Mesh;
30 * A class that is used in mesh calculations.
418 Mesh mesh = bevelObject.get(geomIndex).getMesh();
local 419 FloatBuffer positions = mesh.getFloatBuffer(Type.Position);
477 //the amount of faces in the final mesh is the amount of edges in the bevel curve
523 Mesh mesh = new Mesh();
local 524 mesh.setBuffer(Type.Position, 3, vertexBuffers[i]); [all...] |
/external/skia/tests/ |
BlitRowTest.cpp | 167 struct Mesh { 170 Mesh(const SkBitmap& bm, SkPaint* paint) { 219 // cons up a mesh to draw the bitmap with 220 Mesh mesh(srcBM, &paint); 249 mesh.draw(&canvas1, &paint);
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/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/ |
TerrainPatch.java | 47 import com.jme3.scene.Mesh;
61 * A terrain patch is a leaf in the terrain quad tree. It has a mesh that can change levels of detail (LOD)
62 * whenever the view point, or camera, changes. The actual terrain mesh is created by the LODGeomap class.
63 * That uses a geo-mipmapping algorithm to change the index buffer of the mesh.
64 * The mesh is a triangle strip. In wireframe mode you might notice some strange lines, these are degenerate
181 Mesh m = geomap.createMesh(stepScale, new Vector2f(1,1), offset, offsetAmount, totalSize, false);
194 entropies[i] = EntropyComputeUtil.computeLodEntropy(mesh, buf);
324 private void setInBuffer(Mesh mesh, int index, Vector3f normal, Vector3f tangent, Vector3f binormal) {
325 VertexBuffer NB = mesh.getBuffer(Type.Normal); [all...] |
/frameworks/base/graphics/jni/ |
android_renderscript_RenderScript.cpp | [all...] |