/frameworks/rs/ |
rs_hal.h | 44 class Mesh; 257 bool (*init)(const Context *rsc, const Mesh *m); 258 void (*draw)(const Context *rsc, const Mesh *m, uint32_t primIndex, uint32_t start, uint32_t len); 259 void (*destroy)(const Context *rsc, const Mesh *m); 260 } mesh; member in struct:android::renderscript::__anon30677
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/packages/wallpapers/Basic/src/com/android/wallpaper/grass/ |
GrassRS.java | 26 import android.renderscript.Mesh.Primitive; 60 private Mesh mBladesMesh; 199 final Mesh.AllocationBuilder meshBuilder = new Mesh.AllocationBuilder(mRS);
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/packages/wallpapers/MusicVisualization/src/com/android/musicvis/vis3/ |
Visualization3RS.java | 29 import android.renderscript.Mesh.Primitive;
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/packages/wallpapers/MusicVisualization/src/com/android/musicvis/vis5/ |
Visualization5RS.java | 75 private Mesh mCubeMesh; 257 // Start creating the mesh 260 final Mesh.AllocationBuilder meshBuilder = new Mesh.AllocationBuilder(mRS); 266 // This will be a line mesh 267 meshBuilder.addIndexSetAllocation(mLineIdxAlloc, Mesh.Primitive.LINE);
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/cts/suite/cts/deviceTests/opengl/jni/graphics/ |
GLUtils.cpp | 92 Mesh* GLUtils::loadMesh(const char* path) { 126 return new Mesh(vertices, normals, texCoords, numVertices);
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/control/ |
RigidBodyControl.java | 22 import com.jme3.scene.Mesh; 120 Mesh mesh = geom.getMesh(); local 121 if (mesh instanceof Sphere) { 122 collisionShape = new SphereCollisionShape(((Sphere) mesh).getRadius()); 124 } else if (mesh instanceof Box) { 125 collisionShape = new BoxCollisionShape(new Vector3f(((Box) mesh).getXExtent(), ((Box) mesh).getYExtent(), ((Box) mesh).getZExtent()));
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/external/jmonkeyengine/engine/src/bullet-common/com/jme3/bullet/util/ |
CollisionShapeFactory.java | 138 * This type of collision shape is mesh-accurate and meant for immovable "world objects". 140 * Objects with "mesh" type collision shape will not collide with each other. 157 * This type of collision shape is mesh-accurate and meant for immovable "world objects". 159 * Objects with "mesh" type collision shape will not collide with each other.<br/> 181 * If you want to have mesh-accurate dynamic shapes (CPU intense!!!) use GImpact shapes, its probably best to do so with a low-poly version of your model. 206 * This type of collision shape is mesh-accurate and meant for immovable "world objects". 208 * Objects with "mesh" type collision shape will not collide with each other. 211 Mesh mesh = geom.getMesh(); local 213 if (mesh != null) 239 Mesh mesh = geom.getMesh(); local [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
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PQTorus.java | 42 import com.jme3.scene.Mesh; 55 public class PQTorus extends Mesh {
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Surface.java | 8 import com.jme3.scene.Mesh;
21 public class Surface extends Mesh {
235 * the variable that indicates wheather to merge normals (creating the smooth mesh) or not
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Torus.java | 42 import com.jme3.scene.Mesh; 57 public class Torus extends Mesh {
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Cylinder.java | 42 import com.jme3.scene.Mesh;
44 import com.jme3.scene.mesh.IndexBuffer;
57 public class Cylinder extends Mesh {
248 // Generate points on the unit circle to be used in computing the mesh
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/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/ |
LwjglGL1Renderer.java | 14 import com.jme3.scene.Mesh; 15 import com.jme3.scene.Mesh.Mode; 883 private int convertElementMode(Mesh.Mode mode) { 900 throw new UnsupportedOperationException("Unrecognized mesh mode: " + mode); 904 public void drawTriangleArray(Mesh.Mode mode, int count, int vertCount) { [all...] |
/frameworks/base/tests/RenderScriptTests/ModelViewer/src/com/android/modelviewer/ |
SceneGraphRS.java | 62 private Mesh mMesh; 190 if (entry == null || entry.getEntryType() != FileA3D.EntryType.MESH) { 193 mMesh = (Mesh)entry.getObject();
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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/native/services/surfaceflinger/ |
Android.mk | 26 RenderEngine/Mesh.cpp \
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Layer.h | 47 #include "RenderEngine/Mesh.h" 138 void computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh) const; 361 // The mesh used to draw the layer in GLES composition mode 362 mutable Mesh mMesh; 363 // The mesh used to draw the layer in GLES composition mode
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/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/converters/model/ |
FloatToFixed.java | 40 import com.jme3.scene.Mesh; 45 import com.jme3.scene.mesh.IndexBuffer; 60 Mesh mesh = geom.getMesh(); local 62 VertexBuffer positions = mesh.getBuffer(Type.Position); 63 VertexBuffer normals = mesh.getBuffer(Type.Normal); 64 VertexBuffer texcoords = mesh.getBuffer(Type.TexCoord); 65 VertexBuffer indices = mesh.getBuffer(Type.Index); 71 mesh.getVertexCount()); 81 mesh.clearBuffer(Type.Position) [all...] |
/packages/wallpapers/Basic/src/com/android/wallpaper/fall/ |
FallRS.java | 74 private Mesh mMesh; 155 Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS, 2, 0);
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/cts/suite/cts/deviceTests/opengl/jni/primitive/fullpipeline/ |
FullPipelineRenderer.cpp | 154 mMesh = new Mesh(FP_VERTICES, FP_NORMALS, FP_TEX_COORDS, FP_NUM_VERTICES);
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/external/jmonkeyengine/engine/src/test/jme3test/light/ |
TestTangentGenBadModels.java | 63 Mesh m = g.getMesh();
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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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/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/ex/carousel/java/com/android/ex/carousel/ |
CarouselRS.java | 619 public void setDefaultGeometry(Mesh mesh) 621 mScript.set_defaultGeometry(mesh); 624 public void setLoadingGeometry(Mesh mesh) 626 mScript.set_loadingGeometry(mesh); 807 public void setGeometry(int n, Mesh geometry) [all...] |