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  /external/mesa3d/src/mesa/vbo/
vbo_save_draw.c 47 * last vertex to the saved state
54 GLfloat vertex[VBO_ATTRIB_MAX * 4]; local
65 data = vertex;
77 data += node->attrsz[0]; /* skip vertex position */
131 * Treat the vertex storage as a VBO, define vertex arrays pointing
166 /* The aliasing of attributes for NV vertex programs has already
167 * occurred. NV vertex programs cannot access material values,
265 /* The vertex store is currently mapped but we're about to replay
268 * We never want to have mapped vertex buffers when we're drawing
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  /external/libdrm/intel/tests/
gen4-3d.batch-ref.txt 56 0x123000dc: 0x00000004: vertex count
57 0x123000e0: 0x00000000: start vertex
85 0x12300150: 0x00000052: vertex count
86 0x12300154: 0x00000000: start vertex
103 0x12300198: 0x00000050: vertex count
104 0x1230019c: 0x00000052: start vertex
121 0x123001e0: 0x00000052: vertex count
122 0x123001e4: 0x000000a2: start vertex
139 0x12300228: 0x00000050: vertex count
140 0x1230022c: 0x000000f4: start vertex
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gen5-3d.batch-ref.txt 60 0x123000ec: 0x00000004: vertex count
61 0x123000f0: 0x00000000: start vertex
92 0x1230016c: 0x00000052: vertex count
93 0x12300170: 0x00000000: start vertex
111 0x123001b8: 0x00000050: vertex count
112 0x123001bc: 0x00000052: start vertex
130 0x12300204: 0x00000052: vertex count
131 0x12300208: 0x000000a2: start vertex
151 0x12300258: 0x00000050: vertex count
152 0x1230025c: 0x000000f4: start vertex
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gm45-3d.batch-ref.txt 57 0x123000e0: 0x00000004: vertex count
58 0x123000e4: 0x00000000: start vertex
86 0x12300154: 0x00000052: vertex count
87 0x12300158: 0x00000000: start vertex
104 0x1230019c: 0x00000050: vertex count
105 0x123001a0: 0x00000052: start vertex
122 0x123001e4: 0x00000052: vertex count
123 0x123001e8: 0x000000a2: start vertex
140 0x1230022c: 0x00000050: vertex count
141 0x12300230: 0x000000f4: start vertex
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  /frameworks/base/libs/hwui/
SpotShadow.cpp 44 // For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
58 #include "Vertex.h"
71 * For each polygon's vertex, the light center will project it to the receiver
72 * as one of the outline vertex.
73 * For each outline vertex, we need to store the position and normal.
74 * Normal here is defined against the edge by the current vertex and the next vertex.
83 * For each vertex, we need to keep track of its angle, whether it is penumbra or
84 * umbra, and its corresponding vertex index.
87 // The angle to the vertex from the centroid
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Debug.h 41 // Turn on to display debug info about vertex/fragment shaders
56 // Turn on to display vertex and tex coords data about 9patch objects
59 // Turn on to display vertex and tex coords data used by empty quads
  /development/samples/OpenGL/HelloOpenGLES20/src/com/example/android/opengl/
Square.java 32 // the coordinates of the objects that use this vertex shader
56 // number of coordinates per vertex in this array
66 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
74 // initialize vertex byte buffer for shape coordinates
101 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
116 // get handle to vertex shader's vPosition member
147 // Disable vertex array
  /external/deqp/doc/testspecs/GLES31/
functional.geometry_shading.txt 31 + Non-sufficient vertex emit counts, superfluous EndPrimitives()
37 + (Negative) tests for vertex-geo-frag shader varying linkage.
65 by drawing a separate triangle for each geometry shader input vertex.
67 TRIANGLE_ADJACENCY primitive with different vertex counts.
77 varying.* tests verify the functionality of vertex shader -> geometry shader
86 GL_LAYER_PROVOKING_VERTEX by rendering two triangles with one vertex having a
87 different gl_Layer value. The actual provoking vertex is then verified by
  /external/jmonkeyengine/engine/src/core/com/jme3/effect/shapes/
EmitterMeshFaceShape.java 24 * Constructor. It stores a copy of vertex list of all meshes.
61 // the index of the first vertex of a face (must be dividable by 3)
63 // put the point somewhere between the first and the second vertex of a face
68 // move the result towards the last face vertex
84 // the index of the first vertex of a face (must be dividable by 3)
87 // put the point somewhere between the first and the second vertex of a face
92 // move the result towards the last face vertex
EmitterMeshVertexShape.java 35 * Constructor. It stores a copy of vertex list of all meshes.
83 * This method fills the point with coordinates of randomly selected mesh vertex.
85 * the variable to store with coordinates of randomly selected mesh vertex
95 * This method fills the point with coordinates of randomly selected mesh vertex.
96 * The normal param is filled with selected vertex's normal.
98 * the variable to store with coordinates of randomly selected mesh vertex
100 * filled with selected vertex's normal
  /external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/
OBJLoader.java 77 protected final HashMap<Vertex, Integer> vertIndexMap = new HashMap<Vertex, Integer>(100);
78 protected final IntMap<Vertex> indexVertMap = new IntMap<Vertex>(100);
91 protected static class Vertex {
106 final Vertex other = (Vertex) obj;
130 Vertex[] verticies;
179 protected void findVertexIndex(Vertex vert){
194 t[0].verticies = new Vertex[3]
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  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCustomMesh.java 48 * once with vertex colors, and once with a wireframe material.
63 // Vertex positions in space
100 // Second mesh uses vertex colors to color each vertex
112 //Set custom RGBA value for each Vertex. Values range from 0.0f to 1.0f
114 // Red value (is increased by .2 on each next vertex here)
116 // Green value (is reduced by .2 on each next vertex)
  /external/mesa3d/src/mesa/state_tracker/
st_atom_shader.c 29 * State validation for vertex/fragment shaders.
30 * Note that we have to delay most vertex/fragment shader translation
31 * until rendering time since the linkage between the vertex outputs and
119 * Update vertex program state/atom. This involves translating the
120 * Mesa vertex program into a gallium fragment program and binding it.
138 /* When this is true, we will add an extra input to the vertex
140 * edgeflag semantics, and extend the vertex shader to pass through
  /frameworks/base/core/jni/android/opengl/
poly_clip.cpp 51 * index is an index into the array of floats at each vertex, such that
73 /* on old polygon (p), u is previous vertex, v is current vertex */
74 /* tv is negative if vertex v is in */
87 if (tv<=0.0f) /* vertex v is in, copy it to q */
94 * using the homogeneous screen coordinates (sx, sy, sz, sw) of each vertex,
96 * and similar tests for y and z, for each vertex v of the polygon.
  /platform_testing/tests/perf/PerformanceLaunch/src/com/android/performanceLaunch/helper/
Square.java 34 // the coordinates of the objects that use this vertex shader
58 // number of coordinates per vertex in this array
71 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
81 // initialize vertex byte buffer for shape coordinates
108 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
122 // get handle to vertex shader's vPosition member
153 // Disable vertex array
Triangle.java 33 // the coordinates of the objects that use this vertex shader
56 // number of coordinates per vertex in this array
66 private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
76 // initialize vertex byte buffer for shape coordinates
97 GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
112 // get handle to vertex shader's vPosition member
141 // Disable vertex array
  /external/mesa3d/src/gallium/tests/graw/
tri-instanced.c 34 struct vertex { struct
44 * Vertex data.
45 * Each vertex has three attributes: position, color and translation.
49 static struct vertex vertices[4] =
115 ve[0].src_offset = Offset(struct vertex, position);
120 ve[1].src_offset = Offset(struct vertex, color);
134 /* vertex data */
135 vbuf[0].stride = sizeof( struct vertex );
178 " 1: ADD OUT[0], IN[0], IN[2]\n" /* add instance pos to vertex pos */
  /external/mesa3d/docs/
relnotes-6.4.1.html 33 <li>redefining a vertex program string didn't take effect in TNL module
34 <li>fixed occasional segfault upon vertex/fragment parsing error
35 <li>vertex program LIT instruction didn't handle 0^0=1 correctly
  /external/mesa3d/src/gallium/auxiliary/vl/
vl_vertex_buffers.h 36 /* vertex buffers act as a todo list
38 * so a vertex shader can work with them
41 /* inputs to the vertex shaders */
  /external/mesa3d/src/mesa/program/
prog_execute.h 47 * Virtual machine state used during execution of vertex/fragment programs.
60 /** Vertex Input attribs */
65 GLfloat (*EnvParams)[4]; /**< Vertex or Fragment env parameters */
  /frameworks/base/media/mca/filterfw/native/core/
shader_program.h 46 // By default a ShaderProgram provides its own vertex shader. However, a custom
47 // vertex shader may be passed and used instead.
48 // When implementing a vertex shader, the following attribute names have special
51 // - a_position: The vertex position
55 // are present in the vertex shader source code.
71 // A default vertex shader is used, which renders the input texture to a
82 // Create a new shader program with the given fragment and vertex shader
128 // the default vertex shader is used, or your custom vertex shader defines
222 // When storing vertex data, it is recommended to use VertexFrames whe
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  /external/mesa3d/src/gallium/docs/source/
context.rst 28 vertex and geometry samplers. Note that sampler states are set en masse.
34 * :ref:`Shader`: These are create, bind and destroy methods for vertex,
36 * :ref:`Vertex Elements`: ``*_vertex_elements_state``
111 * ``set_vertex_sampler_views`` binds an array of sampler views to vertex
161 produced by the vertex pipeline to buffers. This is done after the geometry
162 shader or vertex shader if no geometry shader is present.
179 the vertex count. The vertex count is derived from the internal offset
193 NOTE: The currently-bound vertex or geometry shader must be compiled with
238 If there is an index buffer bound, and ``indexed`` field is true, all vertex
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Mesh.java 64 * <li>Points - Every vertex represents a single point in space,
98 * previous vertex to make a line. {@link Mesh#setLineWidth(float) } can
105 * the last vertex is connected with the first to form a line.
127 * with the very first vertex to make a triangle.
186 * Creates a new mesh with no {@link VertexBuffer vertex buffers}.
192 * Create a shallow clone of this Mesh. The {@link VertexBuffer vertex
221 * The {@link VertexBuffer vertex buffers} and the data inside them
262 * of the {@link VertexBuffer vertex buffer} data, however the
310 // or it doesn't have bone-vertex assignments, so its not animated
468 * Returns the maximum number of weights per vertex on this mesh
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  /cts/suite/cts/deviceTests/opengl/assets/vertex/
water 22 // Transform the vertex into eye space.
  /cts/suite/cts/deviceTests/opengl/
cob_exporter.py 48 # for each vertex in the face
49 vertex = mesh.data.vertices[vertex_itself]
50 v = vertex.co.xyz
51 n = vertex.normal.xyz

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