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Searched
full:vertex
(Results
951 - 975
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1338
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/external/skia/src/gpu/
GrAAConvexPathRenderer.cpp
517
* two components of the
vertex
attribute. Coverage is based on signed
520
*
vertex
coord is > 0 then the pixel is considered outside the edge. This is used to
[
all
...]
/frameworks/base/docs/html/ndk/guides/
stable_apis.jd
239
These rendering calls provide the ability to use the GLSL language to define and use
vertex
and
433
the ability to use the GLSL language to define and use
vertex
and fragment shaders.
472
the ability to use the GLSL language to define and use
vertex
and fragment shaders.
/device/generic/goldfish/opengl/shared/OpenglCodecCommon/
GLClientState.h
258
ERR("unknown
vertex
-attrib parameter param %d\n", param);
/external/deqp/doc/testspecs/GLES3/
functional.shaders.builtin_functions.precision.txt
30
random) input values in either the
vertex
or the fragment shader. The
/external/deqp/modules/gles3/stress/
es3sOcclusionQueryTests.cpp
170
// Generate
vertex
data
/external/deqp/scripts/opengl/
gen_str_util.py
701
#
Vertex
attribute queries
/external/jmonkeyengine/engine/src/core/com/jme3/effect/
ParticleTriMesh.java
187
// update data in
vertex
buffers
/external/jmonkeyengine/engine/src/core/com/jme3/scene/shape/
Surface.java
233
* merges normals of faces that will be rendered smooth; the key is the
vertex
and the value - its normal vector
/external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/
StripInfo.java
102
boolean bv0, bv1, bv2; //bools to indicate whether a
vertex
is in the faceVec or not
/external/llvm/lib/Target/R600/
CaymanInstructions.td
95
// to store
vertex
addresses in any channel, not just X.
/external/mesa3d/docs/
intro.html
318
<li>
Vertex
Arrays:
/external/mesa3d/src/gallium/auxiliary/draw/
draw_pipe_validate.c
260
* to less work emitting vertices, smaller
vertex
buffers, etc.
draw_pt_fetch_shade_pipeline_llvm.c
87
/* Always leave room for the
vertex
header whether we need it or
/external/mesa3d/src/gallium/drivers/i915/
i915_screen.c
351
return TRUE; /* PIPE_BIND_{
VERTEX
,INDEX}_BUFFER */
/external/mesa3d/src/gallium/drivers/llvmpipe/
lp_screen.c
233
* support
vertex
shader texture lookups when LLVM is enabled in
lp_setup_point.c
97
* \param slot the
vertex
attribute slot to setup
/external/mesa3d/src/gallium/drivers/nv50/
nv50_state_validate.c
308
if (!ctx_to->
vertex
)
/external/mesa3d/src/gallium/drivers/svga/
svga_draw.c
180
/* Unmap upload manager
vertex
buffers */
svga_state_rss.c
207
* flat-shading PV first
vertex
.
svga_swtnl_backend.c
138
/* we probably ran out of memory when allocating the
vertex
buffer */
/external/mesa3d/src/gallium/state_trackers/vega/
renderer.c
146
* Set the model-view-projection matrix used by
vertex
shaders.
190
* Create a simple
vertex
shader that passes through position and the given
230
* Set renderer
vertex
shader.
[
all
...]
shader.c
392
* Set the transformation to map a
vertex
to the surface coordinates.
/external/mesa3d/src/mesa/drivers/common/
driverfuncs.c
114
/*
Vertex
/fragment programs */
/external/mesa3d/src/mesa/drivers/dri/i965/
brw_state_upload.c
42
* current fragment and
vertex
programs, and so cannot be a static
brw_vec4.h
294
/* Regs for
vertex
results. Generated at ir_variable visiting time
Completed in 340 milliseconds
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