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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/modifiers/
ArmatureModifier.java 53 // weight per vertex on line 258
62 * The maxiumum amount of bone groups applied to a single vertex (max =
91 // if pDvert==null then there are not vertex groups and no need to load
247 * This method returns an array of size 2. The first element is a vertex
248 * buffer holding bone weights for every vertex in the model. The second
249 * element is a vertex buffer holding bone indices for vertices (the indices
258 * the maximum amount of weights per vertex (up to
263 * vertex may appear several times in the result model
270 * output parameter) the maximum amount of weights for a vertex
282 // vertex in blender)
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  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_clip_unfilled.c 57 struct brw_reg v0 = byte_offset(c->reg.vertex[0], hpos_offset);
58 struct brw_reg v1 = byte_offset(c->reg.vertex[1], hpos_offset);
59 struct brw_reg v2 = byte_offset(c->reg.vertex[2], hpos_offset);
67 * NOTE: We can't modify the original vertex coordinates,
162 byte_offset(c->reg.vertex[i],
165 byte_offset(c->reg.vertex[i],
172 byte_offset(c->reg.vertex[i],
175 byte_offset(c->reg.vertex[i],
229 /* Get away with using reg.vertex because we know that this is not
236 brw_MOV(p, byte_offset(c->reg.vertex[0]
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  /external/mesa3d/src/mesa/main/
api_validate.c 115 /* For ES2, we can draw if any vertex array is enabled (and we
116 * should always have a vertex program/shader). */
124 /* For OpenGL ES, only draw if we have vertex positions
140 /* Draw regardless of whether or not we have any vertex arrays.
141 * (Ex: could draw a point using a constant vertex pos)
146 /* Draw if we have vertex positions (GL_VERTEX_ARRAY or generic
167 * \return GL_TRUE if OK, GL_FALSE if any indexed vertex goes is out of bounds
341 /* Vertex buffer object tests */
398 /* Vertex buffer object tests */
464 /* Vertex buffer object tests *
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varray.c 138 * "Client vertex arrays - all vertex array attribute pointers must
139 * refer to buffer objects (section 2.9.2). The default vertex array
141 * VertexAttribPointer when no buffer object or no vertex array object
244 * organization of vertex array data are called while zero is bound
436 * Set a vertex attribute array.
437 * Note that these arrays DO alias the conventional GL vertex arrays
470 * Set a generic vertex attribute array.
471 * Note that these arrays DO NOT alias the conventional GL vertex arrays
503 * Set an integer-valued vertex attribute array
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state.c 76 /* These _Enabled flags indicate if the user-defined ARB/NV vertex/fragment
90 * Update the ctx->Vertex/Geometry/FragmentProgram._Current pointers to point
100 * \return bitfield which will indicate _NEW_PROGRAM state if a new vertex
121 * 1. OpenGL 2.0/ARB vertex/fragment shaders
122 * 2. ARB/NV vertex/fragment programs
125 * Note: it's possible for a vertex shader to get used with a fragment
180 /* Examine vertex program after fragment program as
186 /* Use GLSL vertex shader */
191 /* Use user-defined vertex program */
196 /* Use vertex program generated from fixed-function state *
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  /external/mesa3d/src/gallium/auxiliary/draw/
draw_context.c 213 * values between vertex shading and rasterization. It will vary
349 * Tell drawing context where to find mapped vertex buffers.
454 * Allocate an extra vertex/geometry shader vertex attribute, if it doesn't
489 * Remove all extra vertex attributes that were allocated with
500 * If a geometry shader is present, return its info, else the vertex shader's
516 * Ask the draw module for the location/slot of the given vertex attribute in
517 * a post-transformed vertex.
520 * to track the current vertex/geometry shader.
543 /* Search the extra vertex attributes *
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  /cts/suite/cts/deviceTests/opengl/assets/vertex/
perspective 24 // Transform the vertex into eye space.
  /cts/tests/tests/opengl/libopengltest/
attach_shader_eleven.cpp 22 #include "vertex.h"
  /cts/tests/tests/opengl/src/android/opengl/cts/
RendererElevenShaderTest.java 25 private String fragmentShaderCode = Vertex.successfulcompile_vertex;
Vertex.java 18 public class Vertex {
  /external/eigen/Eigen/src/SparseCore/
SparseColEtree.h 38 /** Find the root of the tree/set containing the vertex i : Use Path halving */
91 centered at its first vertex, which has the same fill. */
127 * Depth-first search from vertex n. No recursion.
197 // Depth-first search from dummy root vertex #n
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
package.html 21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
  /external/libdrm/include/drm/
mach64_drm.h 43 /* What needs to be changed for the current vertex buffer?
125 * on firing a vertex dma buffer.
182 /* Primitive types for vertex buffers
234 void *buf; /* Address of vertex buffer */
  /external/llvm/test/CodeGen/R600/
vtx-fetch-branch.ll 3 ; This tests for a bug where vertex fetch clauses right before an ENDIF
  /external/mesa3d/src/gallium/docs/source/
screen.rst 52 * ``PIPE_CAP_SM3``: Whether the vertex shader and fragment shader support equivalent
57 the vertex and fragment shader, inclusive.
82 in the vertex shader.
84 per-instance vertex attribs.
93 outputting unclamped vertex colors from a vertex shader. If unsupported,
94 the vertex colors are always clamped. This is the default for DX9 hardware.
96 clamping vertex colors when they come out of a vertex shader, as specified
98 the vertex colors are never clamped. This is the default for DX10 hardware
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  /external/mesa3d/src/gallium/drivers/nvc0/
nvc0_context.h 116 struct nvc0_vertex_stateobj *vertex; member in struct:nvc0_context
131 uint32_t vbo_user; /* bitmask of vertex buffers pointing to user memory */
132 uint32_t vb_elt_first; /* from pipe_draw_info, for vertex upload */
134 uint32_t instance_off; /* current base vertex for instanced arrays */
nvc0_stateobj.h 60 unsigned size; /* size of vertex in bytes (when packed) */
  /external/mesa3d/src/gallium/drivers/softpipe/
sp_context.h 107 /** Mapped vertex buffers */
114 /** Vertex format */
118 /** Which vertex shader output slot contains point size */
181 * Texture caches for vertex, fragment, geometry stages.
  /external/mesa3d/src/gallium/drivers/svga/
svga_state_vs.c 71 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
72 * that simply emits a (0,0,0,1) vertex position.
117 debug_printf("Failed to compile vertex shader, using dummy shader instead.\n");
211 "vertex shader (hwtnl)",
  /external/mesa3d/src/glsl/builtins/profiles/
110.frag 4 * "The bias parameter is not accepted in a vertex shader."
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_buffer_objects.h 36 * Radeon vertex/pixel buffer object, derived from Mesa's gl_buffer_object.
  /external/skia/src/core/
SkVertState.h 24 * Construct a VertState from a vertex count, index array, and index count.
  /external/skia/src/gpu/
GrPrimitiveProcessor.cpp 32 * We specialize the vertex code for each of these matrix types.
GrPrimitiveProcessor.h 33 * vertex data after we have batched and reordered draws. This system, known as 'deferred geometry'
89 * with vertex attributes / uniforms.
114 // Only the GrGeometryProcessor subclass actually has a geo shader or vertex attributes, but
147 // Returns the vertex stride of the GP. A common use case is to request geometry from a
  /frameworks/base/core/jni/android/opengl/
poly.h 34 typedef struct { /* A POLYGON VERTEX */

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