/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) [all...] |
/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] [all...] |
/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 * [all...] |
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 [all...] |
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 * [all...] |
/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 * [all...] |
/cts/suite/cts/deviceTests/opengl/assets/vertex/ |
perspective | 24 // Transform the vertex into eye space.
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/cts/tests/tests/opengl/libopengltest/ |
attach_shader_eleven.cpp | 22 #include "vertex.h"
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/cts/tests/tests/opengl/src/android/opengl/cts/ |
RendererElevenShaderTest.java | 25 private String fragmentShaderCode = Vertex.successfulcompile_vertex;
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Vertex.java | 18 public class Vertex {
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/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
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/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
package.html | 21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
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/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 */
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/external/llvm/test/CodeGen/R600/ |
vtx-fetch-branch.ll | 3 ; This tests for a bug where vertex fetch clauses right before an ENDIF
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/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 [all...] |
/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 */
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nvc0_stateobj.h | 60 unsigned size; /* size of vertex in bytes (when packed) */
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/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.
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/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)",
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/external/mesa3d/src/glsl/builtins/profiles/ |
110.frag | 4 * "The bias parameter is not accepted in a vertex shader."
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/external/mesa3d/src/mesa/drivers/dri/radeon/ |
radeon_buffer_objects.h | 36 * Radeon vertex/pixel buffer object, derived from Mesa's gl_buffer_object.
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/external/skia/src/core/ |
SkVertState.h | 24 * Construct a VertState from a vertex count, index array, and index count.
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/external/skia/src/gpu/ |
GrPrimitiveProcessor.cpp | 32 * We specialize the vertex code for each of these matrix types.
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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
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/frameworks/base/core/jni/android/opengl/ |
poly.h | 34 typedef struct { /* A POLYGON VERTEX */
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