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  /cts/suite/cts/deviceTests/opengl/jni/graphics/
Mesh.cpp 16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
19 mNormals(normals),
Mesh.h 23 Mesh(const float* vertices, const float* normals, const float* texCoords,
GLUtils.cpp 101 float* normals = new float[numVertices * 3]; local
112 // Normals
113 normals[vIndex + 0] = readFloat(buffer + index);
115 normals[vIndex + 1] = readFloat(buffer + index);
117 normals[vIndex + 2] = readFloat(buffer + index);
126 return new Mesh(vertices, normals, texCoords, numVertices);
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshVertexShape.java 26 protected List<List<Vector3f>> normals; field in class:EmitterMeshVertexShape
52 this.normals = new ArrayList<List<Vector3f>>(meshes.size());
58 // unifying normals
70 // adding data to vertices and normals
72 List<Vector3f> normals = new ArrayList<Vector3f>(vertToNormalMap.size()); local
75 normals.add(entry.getValue().normalizeLocal());
78 this.normals.add(normals);
107 normal.set(normals.get(meshIndex).get(vertIndex));
124 if (this.normals != null)
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EmitterMeshFaceShape.java 35 this.normals = new ArrayList<List<Vector3f>>(meshes.size());
40 List<Vector3f> normals = new ArrayList<Vector3f>(mesh.getTriangleCount()); local
46 normals.add(FastMath.computeNormal(vertexTable[indices[0]], vertexTable[indices[1]], vertexTable[indices[2]]));
49 this.normals.add(normals);
95 normal.set(normals.get(meshIndex).get(faceIndex));
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
StripBox.java 150 float[] normals = new float[8 * 3]; local
158 normals[i * 3 + 0] = norm.x;
159 normals[i * 3 + 1] = norm.x;
160 normals[i * 3 + 2] = norm.x;
163 setBuffer(Type.Normal, 3, BufferUtils.createFloatBuffer(normals));
Surface.java 119 //normalMap merges normals of faces that will be rendered smooth
125 //preparing normal list (the order of normals must match the order of vertices)
126 float[] normals = new float[vertices.length * 3]; local
130 normals[arrayIndex++] = n.x;
131 normals[arrayIndex++] = n.y;
132 normals[arrayIndex++] = n.z;
137 this.setBuffer(VertexBuffer.Type.Normal, 3, normals);
229 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
233 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
    [all...]
  /external/chromium_org/third_party/angle/samples/gles2_book/Common/
esShapes.c 47 /// \param normals If not NULL, will contain array of float3 normals
53 int ESUTIL_API esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals,
67 if ( normals != NULL )
68 *normals = malloc ( sizeof(GLfloat) * 3 * numVertices );
91 if ( normals )
93 (*normals)[vertex + 0] = (*vertices)[vertex + 0] / radius;
94 (*normals)[vertex + 1] = (*vertices)[vertex + 1] / radius;
95 (*normals)[vertex + 2] = (*vertices)[vertex + 2] / radius;
134 /// \param normals If not NULL, will contain array of float3 normal
    [all...]
esUtil.h 197 /// \param normals If not NULL, will contain array of float3 normals
203 int ESUTIL_API esGenSphere ( int numSlices, float radius, GLfloat **vertices, GLfloat **normals,
211 /// \param normals If not NULL, will contain array of float3 normals
217 int ESUTIL_API esGenCube ( float scale, GLfloat **vertices, GLfloat **normals,
  /external/chromium_org/third_party/mesa/src/src/gallium/state_trackers/vega/
bezier.c 445 float normals[3][2]; local
452 normals[0][0] = b->y2 - b->y1;
453 normals[0][1] = b->x1 - b->x2;
454 dist = sqrt(normals[0][0]*normals[0][0] + normals[0][1]*normals[0][1]);
457 normals[0][0] /= dist;
458 normals[0][1] /= dist;
460 normals[2][0] = b->y4 - b->y3
    [all...]
  /external/mesa3d/src/gallium/state_trackers/vega/
bezier.c 445 float normals[3][2]; local
452 normals[0][0] = b->y2 - b->y1;
453 normals[0][1] = b->x1 - b->x2;
454 dist = sqrt(normals[0][0]*normals[0][0] + normals[0][1]*normals[0][1]);
457 normals[0][0] /= dist;
458 normals[0][1] /= dist;
460 normals[2][0] = b->y4 - b->y3
    [all...]
  /external/chromium_org/third_party/angle/samples/gles2_book/Simple_TextureCubemap/
Simple_TextureCubemap.c 36 GLfloat *normals; member in struct:__anon13758
142 userData->numIndices = esGenSphere ( 20, 0.75f, &userData->vertices, &userData->normals,
175 GL_FALSE, 0, userData->normals );
207 free ( userData->normals );
  /external/replicaisland/src/com/replica/replicaisland/
SolidSurfaceComponent.java 87 final FixedSizeArray<Vector2> normals = mNormals; local
118 normal.set(normals.get(x));
  /external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/
FloatToFixed.java 63 VertexBuffer normals = mesh.getBuffer(Type.Normal); local
85 // normals, automatically convert to signed byte
86 fb = (FloatBuffer) normals.getData();
91 normals = new VertexBuffer(Type.Normal);
92 normals.setupData(Usage.Static, 3, Format.Byte, bb);
93 normals.setNormalized(true);
95 mesh.setBuffer(normals);
  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-1.0/
3d-cube.js 187 // calc current normals
303 // calculate squad normals
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/meshes/
MeshHelper.java 150 // normalMap merges normals of faces that will be rendered smooth
255 Vector3f[] normals = normalList.toArray(new Vector3f[normalList.size()]); local
288 normalsBuffer.setupData(Usage.Stream, 3, Format.Float, BufferUtils.createFloatBuffer(normals));
290 // initial normals position (used with animation)
336 // setting faces' normals
429 * This method adds a normal to a normals' map. This map is used to merge normals of a vertor that should be rendered smooth.
434 * merges normals of faces that will be rendered smooth; the key is the vertex and the value - its normal vector
436 * the variable that indicates wheather to merge normals (creating the smooth mesh) or not

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