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  /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
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  /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
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  /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
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  /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)
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  /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()
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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)
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  /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)
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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()
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  /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)
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  /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
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  /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
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  /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)
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  /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
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  /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 (…)
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