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  /cts/tests/openglperf2/jni/graphics/
Mesh.cpp 14 #include "Mesh.h"
16 Mesh::Mesh(const float* vertices, const float* normals, const float* texCoords,
Mesh.h 20 // This allows a mesh to appear multiple times in a SceneGraph without duplication.
21 class Mesh {
23 Mesh(const float* vertices, const float* normals, const float* texCoords,
25 virtual ~Mesh() {};
  /external/opencv3/samples/cpp/tutorial_code/calib3d/real_time_pose_estimation/src/
Mesh.cpp 2 * Mesh.cpp
8 #include "Mesh.h"
46 // OBJECT MESH CLASS //
50 Mesh::Mesh() : list_vertex_(0) , list_triangles_(0)
58 Mesh::~Mesh()
65 void Mesh::load(const std::string path)
78 // Update mesh attributes
Mesh.h 2 * Mesh.h
57 // OBJECT MESH CLASS //
60 class Mesh
64 Mesh();
65 virtual ~Mesh();
74 /** The identification number of the mesh */
76 /** The current number of vertices in the mesh */
78 /** The current number of triangles in the mesh */
80 /* The list of triangles of the mesh */
82 /* The list of triangles of the mesh */
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  /frameworks/native/services/surfaceflinger/RenderEngine/
Mesh.cpp 17 #include "Mesh.h"
23 Mesh::Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordSize)
40 ALOGE("Overflow in Mesh(..., %zu, %zu, %zu)", vertexCount, vertexSize,
55 Mesh::~Mesh() {
59 Mesh::Primitive Mesh::getPrimitive() const {
64 float const* Mesh::getPositions() const {
67 float* Mesh::getPositions()
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Mesh.h 24 class Mesh {
32 Mesh(Primitive primitive, size_t vertexCount, size_t vertexSize, size_t texCoordsSize = 0);
33 ~Mesh();
40 friend class Mesh;
67 // number of vertices in this mesh
83 Mesh(const Mesh&);
84 Mesh& operator = (const Mesh&);
85 Mesh const& operator = (const Mesh&) const
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  /frameworks/rs/
rsMesh.cpp 24 Mesh::Mesh(Context *rsc) : ObjectBase(rsc) {
38 Mesh::Mesh(Context *rsc,
62 Mesh::~Mesh() {
64 mRSC->mHal.funcs.mesh.destroy(mRSC, this);
75 void Mesh::init() {
77 mRSC->mHal.funcs.mesh.init(mRSC, this);
81 void Mesh::serialize(Context *rsc, OStream *stream) const
147 Mesh *mesh = new Mesh(rsc, vertexBuffersCount, primitivesCount); local
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rsMesh.h 36 class Mesh : public ObjectBase {
58 Mesh(Context *);
59 Mesh(Context *, uint32_t vertexBuffersCount, uint32_t primitivesCount);
60 ~Mesh();
64 static Mesh *createFromStream(Context *rsc, IStream *stream);
  /external/skia/src/utils/
SkNinePatch.cpp 96 struct Mesh {
133 Mesh mesh; local
197 mesh.fVerts = verts;
198 mesh.fTexs = texs;
199 mesh.fColors = nullptr;
200 mesh.fIndices = nullptr;
204 mesh.fIndices = g3x3Indices;
208 mesh.fIndices = indices;
248 mesh.fVerts, mesh.fTexs, mesh.fColors, nullptr
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  /external/skia/tests/
BlitRowTest.cpp 159 struct Mesh {
162 Mesh(const SkBitmap& bm, SkPaint* paint) {
208 // cons up a mesh to draw the bitmap with
209 Mesh mesh(srcBM, &paint);
241 mesh.draw(&canvas1, &paint);
  /frameworks/base/libs/hwui/
Glop.h 42 * are enabled/disabled dynamically based on mesh content.
47 // Mesh is pure x,y vertex pairs
49 // Mesh has texture coordinates embedded. Note that texture can exist without this flag
52 // Mesh has color embedded (to export to varying)
54 // Mesh has alpha embedded (to export to varying)
70 // Canvas transform isn't applied to the mesh at draw time,
79 * Includes all of the mesh, fill, and GL state required to perform
93 struct Mesh {
116 } mesh; member in struct:android::uirenderer::Glop
145 // modelView transform, accounting for delta between mesh transform and content of the mes
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  /external/opencv3/modules/viz/include/opencv2/viz/
types.hpp 117 /** @brief This class wraps mesh attributes, and it can load a mesh from a ply file. :
119 class CV_EXPORTS Mesh
130 /** @brief Loads a mesh from a ply file.
134 static Mesh load(const String& file);
  /external/vulkan-validation-layers/demos/smoke/
Meshes.cpp 34 class Mesh {
171 BuildPyramid(Mesh &mesh)
191 mesh.build(vertices, faces);
197 BuildIcosphere(Mesh &mesh) : mesh_(mesh), radius_(1.0f)
265 std::vector<Mesh::Face> faces;
283 faces.emplace_back(Mesh::Face{ v0, v01, v20 });
284 faces.emplace_back(Mesh::Face{ v1, v12, v01 })
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  /frameworks/base/rs/java/android/renderscript/
Mesh.java 25 * RenderScript. Internally, a mesh is a collection of allocations that
36 * Parts of the mesh can be rendered with either explicit
40 public class Mesh extends BaseObj {
44 * Describes the way mesh vertex data is interpreted when rendering
92 Mesh(long id, RenderScript rs) {
120 * @return number of primitives or index sets in the mesh
185 * Mesh builder object. It starts empty and requires you to
209 * @param rs Context to which the mesh will belong.
210 * @param usage specifies how the mesh allocations are to be
347 * Create a Mesh object from the current state of the builde
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  /frameworks/rs/driver/runtime/
rs_structs.h 274 * internal members of the C++ class Mesh owned by librs. Unfortunately,
287 typedef struct Mesh {
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/
Mesh.java 47 * A Mesh holds vertices composed of attributes specified by a {@link VertexAttributes} instance. The vertices are held either in
55 * call. A managed Mesh will be reloaded automagically so you don't have to do this manually.
59 * A Mesh consists of vertices and optionally indices which specify which vertices define a triangle. Each vertex is composed of
61 * for position which is non-optional. Each attribute has an alias which is used when rendering a Mesh in OpenGL ES 2.0. The alias
67 public class Mesh implements Disposable {
73 static final Map<Application, Array<Mesh>> meshes = new HashMap<Application, Array<Mesh>>();
80 protected Mesh (VertexData vertices, IndexData indices, boolean isVertexArray) {
88 /** Creates a new Mesh with the given attributes.
90 * @param isStatic whether this mesh is static or not. Allows for internal optimizations.
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  /prebuilts/sdk/11/
android.jar 
  /prebuilts/sdk/12/
android.jar 
  /prebuilts/sdk/14/
android.jar 
  /prebuilts/sdk/15/
android.jar 
  /prebuilts/sdk/17/
android.jar 

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