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  /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);
  /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);
  /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);
  /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) {
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);
  /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);
  /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;
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]);
  /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;
  /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;
  /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
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;
  /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) {
  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11tex/
d3d11tex.cpp 38 mesh* quad;
  /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();
  /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);
  /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...]

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