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    Searched refs:normals (Results 1 - 14 of 14) sorted by null

  /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 102 float* normals = new float[numVertices * 3]; local
113 // Normals
114 normals[vIndex + 0] = readFloat(buffer + index);
116 normals[vIndex + 1] = readFloat(buffer + index);
118 normals[vIndex + 2] = readFloat(buffer + index);
127 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/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
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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));
  /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);
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/GL/
glu.h 60 void APIENTRY gluQuadricNormals(GLUquadric *quadObject,GLenum 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
  /frameworks/rs/api/
rs_graphics.spec 762 vertex data, e.g. positions, normals, texcoords
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3drmobj.h     [all...]

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