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  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.hlsl 30 float4x4 modelview;
55 float3 view = mul((float3x4)modelview, input.position);
59 result.normal = mul((float3x3)modelview, input.normal);
d3d11gears.cpp 58 float4x4 modelview; member in struct:cbuf_t
282 void draw_one(ID3D11DeviceContext* ctx, cbuf_t& cbd, const float4x4& modelview, float angle)
286 float4x4 m2 = modelview;
290 cbd.modelview = m2;
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/
MatrixGrabber.java 28 * Record the current modelView and projection matrix state.
38 * Record the current modelView matrix state. Has the side effect of
  /frameworks/base/libs/hwui/tests/unit/
GlopBuilderTests.cpp 83 EXPECT_EQ(expectedTransform.modelView, builtTransform.modelView);
109 glop->transform.modelView.loadIdentity();
139 goldenGlop->transform.modelView.loadTranslate(1.3, 1.3, 0);
140 goldenGlop->transform.modelView.scale(99, 99, 1);
  /external/mesa3d/docs/
MESA_window_pos.spec 32 coordinate with the RasterPos command, the modelview matrix, projection
39 current raster position, bypassing the modelview matrix, the
93 WindowPosMESA operates like RasterPos except that the current modelview
  /frameworks/base/opengl/java/android/opengl/
GLU.java 126 * the current modelView and projection matrices.
131 * @param model the current modelview matrix
132 * @param modelOffset the offset into the model array where the modelview
192 * the current modelView and projection matrices.
197 * @param model the current modelview matrix
198 * @param modelOffset the offset into the model array where the modelview
Visibility.java 54 * Given an OpenGL ES ModelView-Projection matrix (which implicitly
58 * A ModelView-Projection matrix can be computed by multiplying the
59 * a Projection matrix by the a ModelView matrix (in that order.). There
60 * are several possible ways to obtain the current ModelView and
  /cts/tests/openglperf2/jni/graphics/
PerspectiveMeshNode.cpp 47 // Pass in the modelview matrix.
50 // This multiplies the modelview matrix by the projection matrix, and stores the result in
  /cts/tests/openglperf2/jni/reference/scene/flocking/
WaterMeshNode.cpp 51 // Pass in the modelview matrix.
54 // This multiplies the modelview matrix by the projection matrix, and stores the result in
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nouveau_state.c 168 context_dirty(ctx, MODELVIEW);
178 context_dirty(ctx, MODELVIEW);
192 context_dirty(ctx, MODELVIEW);
245 context_dirty(ctx, MODELVIEW);
274 context_dirty(ctx, MODELVIEW);
288 context_dirty(ctx, MODELVIEW);
384 context_dirty(ctx, MODELVIEW);
479 context_dirty(ctx, MODELVIEW);
  /external/mesa3d/src/gallium/state_trackers/vega/
renderer.h 58 const struct matrix *modelview,
65 const struct matrix *modelview);
shader.c 52 struct matrix modelview; member in struct:shader
362 &shader->modelview,
397 shader->modelview = *mat;
  /frameworks/base/rs/java/android/renderscript/
ProgramVertexFixedFunction.java 193 * Helper class to store modelview, projection and texture
256 * Sets the modelview matrix in the fixed function matrix buffer
258 * @param m modelview matrix
283 * @param m modelview matrix
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
TextureArrayTest.java 49 Matrix4 modelView = new Matrix4();
115 modelView.translate(10f, 0, 10f).rotate(0, 1f, 0, 2f * Gdx.graphics.getDeltaTime()).translate(-10f, 0, -10f);
124 shaderProgram.setUniformMatrix("u_modelView", modelView);
  /frameworks/base/libs/hwui/
GlopBuilder.cpp 509 // ModelView
515 mOutGlop->transform.modelView.loadTranslate(destination.left, destination.top, 0.0f);
516 mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
541 mOutGlop->transform.modelView.loadTranslate(left, top, 0.0f);
542 mOutGlop->transform.modelView.scale(destination.getWidth(), destination.getHeight(), 1.0f);
552 mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f);
575 mOutGlop->transform.modelView.loadTranslate(offsetX, offsetY, 0.0f);
657 // canvas level transform was built into the modelView and geometry,
660 shaderMatrix.multiply(mOutGlop->transform.modelView);
662 shaderMatrix = mOutGlop->transform.modelView;
    [all...]
Glop.h 145 // modelView transform, accounting for delta between mesh transform and content of the mesh
147 Matrix4 modelView;
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/
particles.vertex.glsl 91 //should be modelView but particles are already in world coordinates
  /frameworks/native/opengl/libagl/
matrix.cpp 68 c->transforms.modelview.init(OGLES_MODELVIEW_STACK_DEPTH);
73 c->transforms.current = &c->transforms.modelview;
90 c->transforms.modelview.uninit();
122 // Validate the modelview
123 if (dirty & transform_state_t::MODELVIEW) {
124 c->transforms.modelview.validate();
498 case GL_MODELVIEW: dirty |= MODELVIEW | MVP | MVUI | MVIT; break;
509 matrixf_t::multiply(temp_mvp, projection.top(), modelview.top());
589 const GLfloat* const mv = modelview.top().elements();
602 const GLfloat* const mv = modelview.top().elements()
    [all...]
  /external/mesa3d/src/mesa/main/
matrix.c 594 * Calculate the combined modelview-projection matrix.
614 * Updates the combined modelview-projection matrix.
621 * calculate_model_project_matrix() to recalculate the modelview-projection
713 * Initializes each of the matrix stacks and the combined modelview-projection
733 /* Init combined Modelview*Projection matrix */
743 * Frees each of the matrix stacks and the combined modelview-projection
756 /* combined Modelview*Projection matrix */
clip.c 72 * current modelview matrix and stored in the resulting eye coordinates.
ffvertex_prog.c 509 GLint s0, /* modelview, projection, etc */
732 struct ureg modelview[4]; local
738 0, modelview );
740 emit_matrix_transform_vec4(p, p->eye_position, modelview, pos);
744 STATE_MATRIX_TRANSPOSE, modelview );
746 emit_transpose_matrix_transform_vec4(p, p->eye_position, modelview, pos);
761 struct ureg modelview[4]; local
766 0, modelview );
768 emit_op2(p, OPCODE_DP4, p->eye_position_z, 0, pos, modelview[2]);
    [all...]
  /external/mesa3d/src/mesa/drivers/common/
meta.h 49 #define MESA_META_TRANSFORM 0x800 /**< modelview/projection matrix state */
  /external/mesa3d/src/mesa/tnl/
t_vb_vertex.c 150 /* Separate modelview transformation:
277 "modelview/project/cliptest/divide",
  /frameworks/rs/
rsProgramVertex.cpp 88 "Attempting to set fixed function emulation matrix modelview on user program");
93 "Unable to set fixed function emulation matrix modelview because allocation is missing");
  /development/samples/ApiDemos/src/com/example/android/apis/os/
RotationVectorDemo.java 126 // set-up modelview matrix

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