/cts/suite/cts/deviceTests/opengl/jni/graphics/ |
Mesh.cpp | 16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords, 19 mNormals(normals),
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Mesh.h | 23 Mesh(const float* vertices, const float* normals, const float* texCoords,
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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);
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/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) [all...] |
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));
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/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));
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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,
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/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 );
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/external/replicaisland/src/com/replica/replicaisland/ |
SolidSurfaceComponent.java | 87 final FixedSizeArray<Vector2> normals = mNormals; local 118 normal.set(normals.get(x));
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/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);
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9/ |
3d-cube.js | 187 // calc current normals 303 // calculate squad normals
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/ |
3d-cube.js | 187 // calc current normals 303 // calculate squad normals
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/external/chromium_org/third_party/WebKit/PerformanceTests/SunSpider/tests/sunspider-1.0/ |
3d-cube.js | 187 // calc current normals 303 // calculate squad normals
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/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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