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    Searched defs:numTriangles (Results 1 - 9 of 9) sorted by null

  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionShapes/
btMultimaterialTriangleMeshShape.cpp 31 int numTriangles;
36 &triangleMaterialBase, numTriangles, triangleMaterialStride, triangleType, partID);
btShapeHull.cpp 103 btShapeHull::numTriangles () const
  /external/libgdx/extensions/gdx-bullet/jni/swig-src/collision/com/badlogic/gdx/physics/bullet/collision/
btShapeHull.java 69 public int numTriangles() {
  /external/deqp/modules/gles2/functional/
es2fShaderInvarianceTests.cpp 206 const int numTriangles = 72;
208 std::vector<tcu::Vec4> triangles (numTriangles * 3 * 2);
212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd);
227 triangles[(numTriangles + triNdx)*3 + 1] = genRandomVector(rnd);
228 triangles[(numTriangles + triNdx)*3 + 2] = genRandomVector(rnd);
237 m_verticesInPattern = numTriangles * 3;
    [all...]
es2fMultisampleTests.cpp 511 const int numTriangles = 25;
512 for (int i = 0; i < numTriangles; i++)
514 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration;
515 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentIteration;
    [all...]
  /external/deqp/modules/gles3/functional/
es3fShaderInvarianceTests.cpp 206 const int numTriangles = 72;
208 std::vector<tcu::Vec4> triangles (numTriangles * 3 * 2);
212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd);
227 triangles[(numTriangles + triNdx)*3 + 1] = genRandomVector(rnd);
228 triangles[(numTriangles + triNdx)*3 + 2] = genRandomVector(rnd);
237 m_verticesInPattern = numTriangles * 3;
    [all...]
es3fMultisampleTests.cpp 679 const int numTriangles = 25;
680 for (int i = 0; i < numTriangles; i++)
682 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration;
683 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentIteration;
    [all...]
  /external/deqp/modules/gles31/functional/
es31fMultisampleTests.cpp 497 const int numTriangles = 25;
500 for (int triNdx = 0; triNdx < numTriangles; triNdx++)
502 const float angle0 = 2.0f*DE_PI * (float)triNdx / (float)numTriangles;
503 const float angle1 = 2.0f*DE_PI * ((float)triNdx + 0.5f) / (float)numTriangles;
504 const Vec4 color = Vec4(0.4f + (float)triNdx/(float)numTriangles*0.6f,
505 0.5f + (float)triNdx/(float)numTriangles*0.3f,
506 0.6f - (float)triNdx/(float)numTriangles*0.5f,
507 0.7f - (float)triNdx/(float)numTriangles*0.7f);
    [all...]
  /cts/tests/tests/openglperf/src/android/openglperf/cts/
PlanetsRenderer.java 243 int numTriangles = mNumSpheres * mSpheres[0].getTotalIndices() / 3;
244 Log.i(TAG, "Final FPS " + fps + " Num triangles " + numTriangles + " start time " +
247 mListener.onRenderCompletion(fps, numTriangles, mFrameInterval);

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