/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);
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/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() {};
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Mesh.cpp | 14 #include "Mesh.h" 16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
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MeshNode.cpp | 16 MeshNode::MeshNode(const Mesh* mesh) : 17 mMesh(mesh) {
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MeshNode.h | 18 #include "Mesh.h" 24 MeshNode(const Mesh* mesh); 29 const Mesh* mMesh;
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PerspectiveMeshNode.h | 19 #include "Mesh.h" 25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
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TexturedMeshNode.h | 19 #include "Mesh.h" 25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
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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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rsdMeshObj.h | 25 class Mesh; 37 const android::renderscript::Mesh *); 46 const android::renderscript::Mesh *mRSMesh;
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/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.
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/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);
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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;
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/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);
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/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);
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/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
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/cts/suite/cts/deviceTests/opengl/jni/reference/ |
ReferenceRenderer.h | 19 #include <graphics/Mesh.h>
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/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/cts/deviceTests/opengl/jni/reference/scene/ |
Scene.h | 18 #include <graphics/Mesh.h> 43 android::Vector<Mesh*> mMeshes;
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/ |
Quad.java | 35 import com.jme3.scene.Mesh; 46 public class Quad extends Mesh {
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/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...] |