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  /frameworks/rs/driver/runtime/
rs_mesh.c 8 * Mesh
12 Mesh_t *mesh = (Mesh_t *)m.p; local
13 if (mesh == NULL) {
16 return mesh->mHal.state.vertexBuffersCount;
21 Mesh_t *mesh = (Mesh_t *)m.p; local
22 if (mesh == NULL) {
25 return mesh->mHal.state.primitivesCount;
30 Mesh_t *mesh = (Mesh_t *)m.p; local
31 if (mesh == NULL || index >= mesh->mHal.state.vertexBuffersCount)
41 Mesh_t *mesh = (Mesh_t *)m.p; local
52 Mesh_t *mesh = (Mesh_t *)m.p; local
    [all...]
  /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...]
  /cts/suite/cts/deviceTests/opengl/jni/graphics/
MeshNode.cpp 16 MeshNode::MeshNode(const Mesh* mesh) :
17 mMesh(mesh) {
Mesh.cpp 14 #include "Mesh.h"
16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
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() {};
MeshNode.h 18 #include "Mesh.h"
24 MeshNode(const Mesh* mesh);
29 const Mesh* mMesh;
GLUtils.h 23 #include "Mesh.h"
32 // Loads a mesh from assets/mesh/<name>
33 static Mesh* loadMesh(const char* name);
PerspectiveMeshNode.h 19 #include "Mesh.h"
25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
TexturedMeshNode.cpp 17 TexturedMeshNode::TexturedMeshNode(const Mesh* mesh, const GLuint textureId) :
18 MeshNode(mesh), mTextureId(textureId) {
TexturedMeshNode.h 19 #include "Mesh.h"
25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
  /frameworks/rs/scriptc/
rs_mesh.rsh 18 * \brief Mesh routines
30 * Returns the number of allocations in the mesh that contain
33 * @param m mesh to get data from
34 * @return number of allocations in the mesh that contain vertex
44 * @param m mesh to get data from
45 * @return number of primitive groups in the mesh. This would
53 * Returns an allocation that is part of the mesh and contains
56 * @param m mesh to get data from
67 * @param m mesh to get data from
75 * Returns the primitive describing how a part of the mesh i
    [all...]
  /prebuilts/ndk/9/platforms/android-19/arch-arm/usr/include/rs/scriptc/
rs_mesh.rsh 18 * \brief Mesh routines
30 * Returns the number of allocations in the mesh that contain
33 * @param m mesh to get data from
34 * @return number of allocations in the mesh that contain vertex
44 * @param m mesh to get data from
45 * @return number of primitive groups in the mesh. This would
53 * Returns an allocation that is part of the mesh and contains
56 * @param m mesh to get data from
67 * @param m mesh to get data from
75 * Returns the primitive describing how a part of the mesh i
    [all...]
  /prebuilts/ndk/9/platforms/android-19/arch-mips/usr/include/rs/scriptc/
rs_mesh.rsh 18 * \brief Mesh routines
30 * Returns the number of allocations in the mesh that contain
33 * @param m mesh to get data from
34 * @return number of allocations in the mesh that contain vertex
44 * @param m mesh to get data from
45 * @return number of primitive groups in the mesh. This would
53 * Returns an allocation that is part of the mesh and contains
56 * @param m mesh to get data from
67 * @param m mesh to get data from
75 * Returns the primitive describing how a part of the mesh i
    [all...]
  /prebuilts/ndk/9/platforms/android-19/arch-x86/usr/include/rs/scriptc/
rs_mesh.rsh 18 * \brief Mesh routines
30 * Returns the number of allocations in the mesh that contain
33 * @param m mesh to get data from
34 * @return number of allocations in the mesh that contain vertex
44 * @param m mesh to get data from
45 * @return number of primitive groups in the mesh. This would
53 * Returns an allocation that is part of the mesh and contains
56 * @param m mesh to get data from
67 * @param m mesh to get data from
75 * Returns the primitive describing how a part of the mesh i
    [all...]
  /prebuilts/sdk/renderscript/include/
rs_mesh.rsh 18 * \brief Mesh routines
30 * Returns the number of allocations in the mesh that contain
33 * @param m mesh to get data from
34 * @return number of allocations in the mesh that contain vertex
44 * @param m mesh to get data from
45 * @return number of primitive groups in the mesh. This would
53 * Returns an allocation that is part of the mesh and contains
56 * @param m mesh to get data from
67 * @param m mesh to get data from
75 * Returns the primitive describing how a part of the mesh i
    [all...]
  /frameworks/rs/
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...]
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dx9shape.h 30 float depth, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency);
32 float length, UINT slices, UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency);
34 UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency);
36 struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency);
38 float extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics);
40 FLOAT extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics);
  /frameworks/base/docs/html/sdk/api_diff/16/changes/
android.renderscript.Mesh.Builder.html 10 android.renderscript.Mesh.Builder
74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.Builder.html" target="_top"><font size="+2"><code>Mesh.Builder</code></font></A>
86 <A NAME="android.renderscript.Mesh.Builder.ctor_changed(android.renderscript.RenderScript, int)"></A>
87 <nobr><A HREF="../../../../reference/android/renderscript/Mesh.Builder.html#Mesh.Builder(android.renderscript.RenderScript, int)" target="_top"><code>Mesh.Builder</code></A>(<code>RenderScript,</nobr> int<nobr><nobr></code>) </nobr>
105 <A NAME="android.renderscript.Mesh.Builder.create_changed()"></A>
106 <nobr><code>Mesh</code>&nbsp;<A HREF="../../../../reference/android/renderscript/Mesh.Builder.html#create()" target="_top"><code>create</code></A>() </nobr
    [all...]
android.renderscript.Mesh.AllocationBuilder.html 10 android.renderscript.Mesh.AllocationBuilder
74 Class android.renderscript.<A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html" target="_top"><font size="+2"><code>Mesh.AllocationBuilder</code></font></A>
86 <A NAME="android.renderscript.Mesh.AllocationBuilder.ctor_changed(android.renderscript.RenderScript)"></A>
87 <nobr><A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#Mesh.AllocationBuilder(android.renderscript.RenderScript)" target="_top"><code>Mesh.AllocationBuilder</code></A>(<code>RenderScript</code>) </nobr>
105 <A NAME="android.renderscript.Mesh.AllocationBuilder.addIndexSetAllocation_changed(android.renderscript.Allocation, android.renderscript.Mesh.Primitive)"></A>
106 <nobr><code>AllocationBuilder</code>&nbsp;<A HREF="../../../../reference/android/renderscript/Mesh.AllocationBuilder.html#addIndexSetAllocation(android.renderscript.Allocation, android.renderscript (…)
    [all...]
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Renderable.java 35 import android.renderscript.Mesh;
77 public void setMesh(Mesh mesh) {
78 mData.mesh = mesh;
80 mField.set_mesh(0, mData.mesh, true);
84 public void setMesh(String mesh, String indexName) {
85 mMeshName = mesh;
114 public void resolveMeshData(Mesh mesh) {
    [all...]
  /cts/suite/cts/deviceTests/opengl/
cob_exporter.py 34 mesh = context.active_object
35 if mesh.type != 'MESH':
36 print("Active object is not a mesh")
38 if mesh.mode != 'OBJECT':
40 print("Writing "+mesh.name+" to "+self.filepath)
41 uvtex = mesh.data.uv_textures.active # points to active texture
47 for vertex_index, vertex_itself in enumerate(mesh.data.faces[uv_index].vertices):
49 vertex = mesh.data.vertices[vertex_itself]
  /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();
  /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();
  /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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