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2018) sorted by null
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/external/mesa3d/docs/ |
relnotes-8.0.3.html | 271 <li>r300g/swtcl: fix crash when back color is present in vertex shader</li> 296 <li>r300/compiler: Clear loop registers in vertex shaders w/o loops</li>
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relnotes-9.0.2.html | 122 <li>nvc0: point vertex runout at a valid address</li> 123 <li>nv50: point vertex runout at a valid address</li>
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subset-A.html | 40 <li>Vertex arrays</li> 103 GL_TRIANGLE_FAN - a sequence of triangles all sharing a common vertex<br> 118 <h2>2.2 Other Per-vertex Commands<br> 122 specify colors and texture coordinates for each vertex:<br> 169 <div style="margin-left: 40px;">Per-Vertex commands:<br> 200 Vertex array commands:<br> 231 <h2>3.1 Vertex Transformation</h2> 232 Vertex coordinates are transformed by the current modelview and 385 like a vertex; it is transformed by the modelview matrix, the projection 388 clipped-tested against the frustum like a vertex. If th [all...] |
/external/mesa3d/src/gallium/drivers/nouveau/ |
nouveau_buffer.c | 449 /* Migrate a linear buffer (vertex, index, constants) USER -> GART -> VRAM. */ 510 * the vertex indices ...
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/external/mesa3d/src/gallium/drivers/nv30/ |
nv30_screen.c | 194 debug_printf("unknown vertex shader param %d\n", param); 436 /* Vertex program resources (code/data), currently 6 of the constant
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/external/mesa3d/src/gallium/drivers/radeon/ |
R600KernelParameters.cpp | 10 // This pass lowers kernel function arguments to loads from the vertex buffer. 12 // Kernel arguemnts are stored in the vertex buffer at an offset of 9 dwords,
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/external/mesa3d/src/gallium/drivers/svga/ |
svga_screen_cache.c | 52 /* Special case: we don't want to count vertex/index buffers 177 /* we don't want to discard vertex/index buffers */
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/external/mesa3d/src/glsl/ |
README | 26 outputs of the vertex shader match the inputs of the fragment shader, 56 but it can support function calls and dynamic branching. A 965 vertex
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ast.h | 532 * Special flag for vertex shader "invariant" declarations. 534 * Vertex shaders can contain "invariant" variable redeclarations that do
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/external/mesa3d/src/mesa/drivers/dri/intel/ |
intel_context.h | 250 unsigned int current_offset; /**< Byte offset of next vertex */ 264 /* Offsets of fields within the current vertex:
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/external/mesa3d/src/mesa/program/ |
program_lexer.l | 255 vertex { return_token_or_IDENTIFIER(require_ARB_vp, VERTEX); }
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/external/mesa3d/src/mesa/tnl/ |
t_draw.c | 491 /* May need to map a vertex buffer object for every attribute plus 513 /* Binding inputs may imply mapping some vertex buffer objects.
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/external/opencv/cxcore/include/ |
cxcore.h | [all...] |
/external/pdfium/core/include/fpdfapi/ |
fpdf_resource.h | 821 FX_DWORD GetVertex(CPDF_MeshVertex& vertex, CFX_AffineMatrix* pObject2Bitmap);
823 FX_BOOL GetVertexRow(CPDF_MeshVertex* vertex, int count, CFX_AffineMatrix* pObject2Bitmap);
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/external/qemu/distrib/sdl-1.2.15/docs/html/ |
guidevideoopengl.html | 357 * Replace this awful mess with vertex 362 * it to use compiled vertex arrays.
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/external/skia/include/gpu/ |
GrEffect.h | 66 /** Provides custom vertex shader, fragment shader, uniform data for a particular stage of the 156 /** Will this effect emit custom vertex shader code?
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/external/skia/src/gpu/ |
GrBitmapTextContext.cpp | 142 // We're using per-vertex color. 588 // The texture coords are last in both the with and without color vertex layouts.
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/frameworks/base/docs/html/reference/renderscript/ |
rs__graphics_8rsh.html | [all...] |
/frameworks/base/libs/hwui/ |
DisplayListRenderer.cpp | 243 vertices = refBuffer<float>(vertices, vertexCount * 2); // 2 floats per vertex 245 colors = refBuffer<int>(colors, vertexCount); // 1 color per vertex
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TessellationCache.cpp | 218 Vector<Vertex> casterVertices2d; 235 const Vertex& point2d = casterVertices2d[i];
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/packages/wallpapers/MusicVisualization/src/com/android/musicvis/vis5/ |
Visualization5RS.java | 278 // put the vertex and index data in their respective buffers 284 // upload the vertex and index data
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/external/chromium_org/third_party/mesa/src/docs/ |
subset-A.html | 40 <li>Vertex arrays</li> 103 GL_TRIANGLE_FAN - a sequence of triangles all sharing a common vertex<br> 118 <h2>2.2 Other Per-vertex Commands<br> 122 specify colors and texture coordinates for each vertex:<br> 169 <div style="margin-left: 40px;">Per-Vertex commands:<br> 200 Vertex array commands:<br> 231 <h2>3.1 Vertex Transformation</h2> 232 Vertex coordinates are transformed by the current modelview and 385 like a vertex; it is transformed by the modelview matrix, the projection 388 clipped-tested against the frustum like a vertex. If th [all...] |
/external/ceres-solver/internal/ceres/ |
canonical_views_clustering.cc | 145 // Return the set of vertices of the graph which have valid vertex
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/external/chromium_org/cc/layers/ |
texture_layer.cc | 81 // Indexing according to the quad vertex generation:
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/external/chromium_org/content/browser/renderer_host/ |
compositing_iosurface_mac.h | 116 // Vertex structure for use in glDraw calls.
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