/cts/tests/openglperf2/jni/graphics/ |
MeshNode.cpp | 16 MeshNode::MeshNode(const Mesh* mesh) : 17 mMesh(mesh) {
|
MeshNode.h | 18 #include "Mesh.h" 24 MeshNode(const Mesh* mesh); 29 const Mesh* mMesh;
|
PerspectiveMeshNode.h | 19 #include "Mesh.h" 25 PerspectiveMeshNode(const Mesh* mesh, const GLuint textureId);
|
TexturedMeshNode.h | 19 #include "Mesh.h" 25 TexturedMeshNode(const Mesh* mesh, const GLuint textureId);
|
/external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/CollisionShapes/ |
btTriangleIndexVertexArray.cpp | 21 btIndexedMesh mesh; local 23 mesh.m_numTriangles = numTriangles; 24 mesh.m_triangleIndexBase = (const unsigned char *)triangleIndexBase; 25 mesh.m_triangleIndexStride = triangleIndexStride; 26 mesh.m_numVertices = numVertices; 27 mesh.m_vertexBase = (const unsigned char *)vertexBase; 28 mesh.m_vertexStride = vertexStride; 30 addIndexedMesh(mesh); 43 btIndexedMesh& mesh = m_indexedMeshes[subpart]; 45 numverts = mesh.m_numVertices [all...] |
/frameworks/rs/driver/runtime/ |
rs_mesh.c | 8 * Mesh 12 Mesh_t *mesh = (Mesh_t *)m.p; local 13 if (mesh == NULL) { 16 return mesh->mHal.state.vertexBuffersCount; 21 Mesh_t *mesh = (Mesh_t *)m.p; local 22 if (mesh == NULL) { 25 return mesh->mHal.state.primitivesCount; 30 Mesh_t *mesh = (Mesh_t *)m.p; local 31 if (mesh == NULL || index >= mesh->mHal.state.vertexBuffersCount) 43 Mesh_t *mesh = (Mesh_t *)m.p; local 56 Mesh_t *mesh = (Mesh_t *)m.p; local [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/ |
MeshPart.java | 20 import com.badlogic.gdx.graphics.Mesh;
27 /** A MeshPart is composed of a subset of vertices of a {@link Mesh}, along with the primitive type. The vertices subset is
28 * described by an offset and size. When the mesh is indexed (which is when {@link Mesh#getNumIndices()} > 0), then the
29 * {@link #offset} represents the offset in the indices array and {@link #size} represents the number of indices. When the mesh
33 * In other words: Regardless whether the mesh is indexed or not, when {@link #primitiveType} is not a strip, then {@link #size}
39 * Note that some classes might require the mesh (part) to be indexed.</p>
41 * The {@link Mesh} referenced by the {@link #mesh} member must outlive the MeshPart. When the mesh is disposed, the MeshPart is 57 public Mesh mesh; field in class:MeshPart [all...] |
/prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/ |
d3dx9shape.h | 30 float depth, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 32 float length, UINT slices, UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 34 UINT stacks, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 36 struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency); 38 float extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics); 40 FLOAT extrusion, struct ID3DXMesh **mesh, struct ID3DXBuffer **adjacency, GLYPHMETRICSFLOAT *glyphmetrics);
|
/cts/tests/openglperf2/ |
cob_exporter.py | 34 mesh = context.active_object 35 if mesh.type != 'MESH': 36 print("Active object is not a mesh") 38 if mesh.mode != 'OBJECT': 40 print("Writing "+mesh.name+" to "+self.filepath) 41 uvtex = mesh.data.uv_textures.active # points to active texture 47 for vertex_index, vertex_itself in enumerate(mesh.data.faces[uv_index].vertices): 49 vertex = mesh.data.vertices[vertex_itself]
|
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/data/ |
ModelData.java | 35 public void addMesh (ModelMesh mesh) {
37 if (other.id.equals(mesh.id)) {
38 throw new GdxRuntimeException("Mesh with id '" + other.id + "' already in model");
41 meshes.add(mesh);
|
/external/libgdx/extensions/gdx-bullet/jni/swig/collision/ |
btTriangleIndexVertexArray.i | 32 import com.badlogic.gdx.graphics.Mesh; 47 final btIndexedMesh mesh = instances.get(i); 48 if (tag.equals(mesh.tag)) 49 return mesh; 55 * Use {@link #release()} to release the mesh when it's no longer needed. */ 70 * Use {@link #release()} to release the mesh when it's no longer needed. */ 87 /** The tag to identify this btIndexedMesh, may be null. Typically this is the {@link Mesh} or {@link MeshPart} used to create or set 91 /** Construct a new btIndexedMesh based on the supplied {@link Mesh} 92 * The specified mesh must be indexed and triangulated and must outlive this btIndexedMesh. 94 public btIndexedMesh(final Mesh mesh) [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/values/ |
UnweightedMeshSpawnShapeValue.java | 3 import com.badlogic.gdx.graphics.Mesh; 9 /** Encapsulate the formulas to spawn a particle on a mesh shape. 24 public void setMesh(Mesh mesh, Model model){ 25 super.setMesh(mesh, model); 26 vertexSize = mesh.getVertexSize()/4; 27 positionOffset = mesh.getVertexAttribute(Usage.Position).offset/4; 28 int indicesCount = mesh.getNumIndices(); 31 mesh.getIndices(indices); 35 vertexCount = mesh.getNumVertices() [all...] |
MeshSpawnShapeValue.java | 5 import com.badlogic.gdx.graphics.Mesh; 14 /** The base class of all the {@link ParticleValue} values which spawn a particle on a mesh shape. 46 protected Mesh mesh; field in class:MeshSpawnShapeValue 47 /** the model this mesh belongs to. 48 * It can be null, but this means the mesh 62 setMesh(spawnShapeValue.mesh, spawnShapeValue.model); 65 public void setMesh(Mesh mesh, Model model){ 66 if(mesh.getVertexAttribute(Usage.Position) == null) [all...] |
/external/libgdx/extensions/gdx-bullet/jni/swig-src/collision/com/badlogic/gdx/physics/bullet/collision/ |
btIndexedMesh.java | 13 import com.badlogic.gdx.graphics.Mesh; 69 final btIndexedMesh mesh = instances.get(i); local 70 if (tag.equals(mesh.tag)) 71 return mesh; 77 * Use {@link #release()} to release the mesh when it's no longer needed. */ 92 * Use {@link #release()} to release the mesh when it's no longer needed. */ 109 /** The tag to identify this btIndexedMesh, may be null. Typically this is the {@link Mesh} or {@link MeshPart} used to create or set 113 /** Construct a new btIndexedMesh based on the supplied {@link Mesh} 114 * The specified mesh must be indexed and triangulated and must outlive this btIndexedMesh. 116 public btIndexedMesh(final Mesh mesh) [all...] |
btTriangleIndexVertexArray.java | 17 import com.badlogic.gdx.graphics.Mesh; 73 for (final btIndexedMesh mesh : array.meshes) { 75 final Object tag = mesh.tag; 99 * Use {@link #release()} to release the mesh when it's no longer needed. */ 133 * The specified mesh must be indexed and triangulated and must outlive this btTriangleIndexVertexArray. 136 btIndexedMesh mesh = btIndexedMesh.obtain(meshPart); local 137 addIndexedMesh(mesh, PHY_ScalarType.PHY_SHORT); 138 mesh.release(); 170 public btTriangleIndexVertexArray addIndexedMesh(final btIndexedMesh mesh, int indexType) { 171 mesh.obtain() [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/gles2/ |
HelloTriangle.java | 21 import com.badlogic.gdx.graphics.Mesh;
29 Mesh mesh;
field in class:HelloTriangle 40 mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "vPosition"));
42 mesh.setVertices(vertices);
50 mesh.render(shader, GL20.GL_TRIANGLES);
|
MipMap2D.java | 21 import com.badlogic.gdx.graphics.Mesh;
34 Mesh mesh;
field in class:MipMap2D 47 mesh = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 4, "a_position"), new VertexAttribute(
59 mesh.setVertices(vertices);
60 mesh.setIndices(indices);
94 mesh.render(shader, GL20.GL_TRIANGLES);
98 mesh.render(shader, GL20.GL_TRIANGLES);
|
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/ |
ShapeCache.java | 20 import com.badlogic.gdx.graphics.Mesh; 59 /** Builder used to update the mesh */ 62 /** Mesh being rendered */ 63 private final Mesh mesh; field in class:ShapeCache 76 * @param maxVertices max vertices in mesh 77 * @param maxIndices max indices in mesh 81 // Init mesh 82 mesh = new Mesh(false, maxVertices, maxIndices, attributes) [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/shapebuilders/ |
RenderableShapeBuilder.java | 20 import com.badlogic.gdx.graphics.Mesh; 97 Mesh mesh = renderable.meshPart.mesh; local 101 if (mesh.getVertexAttribute(Usage.Position) != null) 102 positionOffset = mesh.getVertexAttribute(Usage.Position).offset / FLOAT_BYTES; 106 if (mesh.getVertexAttribute(Usage.Normal) != null) 107 normalOffset = mesh.getVertexAttribute(Usage.Normal).offset / FLOAT_BYTES; 111 if (mesh.getVertexAttribute(Usage.Tangent) != null) 112 tangentOffset = mesh.getVertexAttribute(Usage.Tangent).offset / FLOAT_BYTES [all...] |
/frameworks/base/libs/hwui/ |
GlopBuilder.cpp | 70 // Mesh 76 mOutGlop->mesh.primitiveMode = GL_TRIANGLES; 77 mOutGlop->mesh.indices = { mRenderState.meshState().getQuadListIBO(), nullptr }; 78 mOutGlop->mesh.vertices = { 83 mOutGlop->mesh.elementCount = elementCount; 90 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP; 91 mOutGlop->mesh.indices = { 0, nullptr }; 92 mOutGlop->mesh.vertices = { 97 mOutGlop->mesh.elementCount = 4; 109 mOutGlop->mesh.primitiveMode = GL_TRIANGLE_STRIP 686 const Glop::Mesh& mesh = glop.mesh; local [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/ |
SoftBodyTest.java | 22 import com.badlogic.gdx.graphics.Mesh; 53 Mesh mesh; field in class:SoftBodyTest 95 mesh = new Mesh(false, vertCount, faceCount * 3, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), 98 final int vertSize = mesh.getVertexSize() / 4; 99 mesh.getVerticesBuffer().position(0); 100 mesh.getVerticesBuffer().limit(vertCount * vertSize); 101 mesh.getIndicesBuffer().position(0); 102 mesh.getIndicesBuffer().limit(faceCount * 3) [all...] |
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/ |
ModelCache.java | 23 import com.badlogic.gdx.graphics.Mesh; 42 * optimizations as well. Call the {@link #obtain(VertexAttributes, int, int)} method to obtain a mesh which can at minimum the 46 /** Will try to reuse or, when not possible to reuse, optionally create a {@link Mesh} that meets the specified criteria. 47 * @param vertexAttributes the vertex attributes of the mesh to obtain 48 * @param vertexCount the minimum amount vertices the mesh should be able to store 49 * @param indexCount the minimum amount of indices the mesh should be able to store 50 * @return the obtained Mesh, or null when no mesh could be obtained. */ 51 Mesh obtain (VertexAttributes vertexAttributes, int vertexCount, int indexCount); 53 /** Releases all previously obtained {@link Mesh}es using the the {@link #obtain(VertexAttributes, int, int)} method. * 75 final Mesh mesh = freeMeshes.get(i); local 116 final Mesh mesh = freeMeshes.get(i); local [all...] |
/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
MeshShaderTest.java | 21 import com.badlogic.gdx.graphics.Mesh;
31 Mesh mesh;
field in class:MeshShaderTest 53 mesh = new Mesh(true, 4, 6, VertexAttribute.Position(), VertexAttribute.ColorUnpacked(), VertexAttribute.TexCoords(0));
54 mesh.setVertices(new float[] {-0.5f, -0.5f, 0, 1, 1, 1, 1, 0, 1, 0.5f, -0.5f, 0, 1, 1, 1, 1, 1, 1, 0.5f, 0.5f, 0, 1, 1, 1,
56 mesh.setIndices(new short[] {0, 1, 2, 2, 3, 0});
78 mesh.render(shader, GL20.GL_TRIANGLES);
84 mesh.dispose();
|
ShaderMultitextureTest.java | 21 import com.badlogic.gdx.graphics.Mesh;
34 Mesh mesh;
field in class:ShaderMultitextureTest 49 mesh = new Mesh(true, 4, 6, new VertexAttribute(Usage.Position, 2, "a_position"), new VertexAttribute(
61 mesh.setVertices(vertices);
62 mesh.setIndices(indices);
103 mesh.render(shader, GL20.GL_TRIANGLES);
113 mesh.dispose();
|
/external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/ |
ImmediateModeRenderer20.java | 21 import com.badlogic.gdx.graphics.Mesh;
38 private final Mesh mesh;
field in class:ImmediateModeRenderer20 66 mesh = new Mesh(false, maxVertices, 0, attribs);
68 vertices = new float[maxVertices * (mesh.getVertexAttributes().vertexSize / 4)];
69 vertexSize = mesh.getVertexAttributes().vertexSize / 4;
70 normalOffset = mesh.getVertexAttribute(Usage.Normal) != null ? mesh.getVertexAttribute(Usage.Normal).offset / 4 : 0;
71 colorOffset = mesh.getVertexAttribute(Usage.ColorPacked) != null ? mesh.getVertexAttribute(Usage.ColorPacked).offset (…) [all...] |