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  /external/libgdx/extensions/gdx-tools/src/com/badlogic/gdx/tools/hiero/unicodefont/effects/
ShadowEffect.java 212 /** Generate Pascal's triangle
214 * @param level The level of the triangle to generate
215 * @return The Pascal's triangle kernel */
218 float[][] triangle = new float[level][]; local
219 triangle[0] = new float[1];
220 triangle[1] = new float[2];
221 triangle[0][0] = 1.0f;
222 triangle[1][0] = 1.0f;
223 triangle[1][1] = 1.0f;
225 triangle[i] = new float[i + 1];
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
MeshPartBuilder.java 84 * adding many triangles using {@link #triangle(short, short, short)} to avoid multiple backing array resizes. The actual
140 /** Add a triangle by indices. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type. */
141 public void triangle (short index1, short index2, short index3); method in interface:MeshPartBuilder
143 /** Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type. */
144 public void triangle (VertexInfo p1, VertexInfo p2, VertexInfo p3); method in interface:MeshPartBuilder
146 /** Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type. */
147 public void triangle (Vector3 p1, Vector3 p2, Vector3 p3); method in interface:MeshPartBuilder
149 /** Add a triangle. Requires GL_POINTS, GL_LINES or GL_TRIANGLES primitive type. */
150 public void triangle (Vector3 p1, Color c1, Vector3 p2, Color c2, Vector3 p3, Color c3); method in interface:MeshPartBuilder
MeshBuilder.java 668 public void triangle (short index1, short index2, short index3) { method in class:MeshBuilder
678 public void triangle (VertexInfo p1, VertexInfo p2, VertexInfo p3) { method in class:MeshBuilder
680 triangle(vertex(p1), vertex(p2), vertex(p3));
684 public void triangle (Vector3 p1, Vector3 p2, Vector3 p3) { method in class:MeshBuilder
685 triangle(vertTmp1.set(p1, null, null, null), vertTmp2.set(p2, null, null, null), vertTmp3.set(p3, null, null, null));
689 public void triangle (Vector3 p1, Color c1, Vector3 p2, Color c2, Vector3 p3, Color c3) { method in class:MeshBuilder
690 triangle(vertTmp1.set(p1, null, c1, null), vertTmp2.set(p2, null, c2, null), vertTmp3.set(p3, null, c3, null));
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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_rast.h 106 * Rasterization information for a triangle known to be in this bin,
153 } triangle; member in union:lp_rast_cmd_arg
177 lp_rast_arg_triangle( const struct lp_rast_triangle *triangle,
181 arg.triangle.tri = triangle;
182 arg.triangle.plane_mask = plane_mask;
187 * Build argument for a contained triangle.
190 * left coordinates of the a block that fully encloses the triangle.
193 lp_rast_arg_triangle_contained( const struct lp_rast_triangle *triangle,
197 arg.triangle.tri = triangle
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  /external/deqp/modules/gles2/functional/
es2fPolygonOffsetTests.cpp 354 const tcu::Vec4 triangle[] = local
389 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
428 attribs[0].pointer = triangle;
470 // generater triangle endpoint with following properties
520 // draw colorless (mask = 0,0,0) triangle at random* location, set offset and render green triangle with depthfunc = equal
526 tcu::Vec4 triangle[3]; local
528 for (int vertexNdx = 0; vertexNdx < DE_LENGTH_OF_ARRAY(triangle); ++vertexNdx)
529 triangle[vertexNdx] = genRandomVec4(rnd);
531 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
971 const tcu::Vec4 triangle[] = local
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es2fClippingTests.cpp 331 // Must be within the triangle area
1293 FillTriangle triangle; local
1953 const TriangleCase::TriangleData triangle = {p0, white, p1, white, p2, white}; local
2007 const TriangleCase::TriangleData triangle = {p0, white, p1, white, p2, white}; local
2038 const TriangleCase::TriangleData triangle = {p0, white, p1, white, p2, white}; local
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  /external/deqp/modules/gles3/functional/
es3fPolygonOffsetTests.cpp 357 const tcu::Vec4 triangle[] = local
392 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
431 attribs[0].pointer = triangle;
473 // generater triangle endpoint with following properties
523 // draw colorless (mask = 0,0,0) triangle at random* location, set offset and render green triangle with depthfunc = equal
529 tcu::Vec4 triangle[3]; local
531 for (int vertexNdx = 0; vertexNdx < DE_LENGTH_OF_ARRAY(triangle); ++vertexNdx)
532 triangle[vertexNdx] = genRandomVec4(rnd);
534 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle);
974 const tcu::Vec4 triangle[] = local
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es3fClippingTests.cpp 334 // Must be within the triangle area
1297 FillTriangle triangle; local
1956 const TriangleCase::TriangleData triangle = {p0, white, p1, white, p2, white}; local
2010 const TriangleCase::TriangleData triangle = {p0, white, p1, white, p2, white}; local
2041 const TriangleCase::TriangleData triangle = {p0, white, p1, white, p2, white}; local
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es3fShaderTextureFunctionTests.cpp 1109 const tcu::Vec4 triangle[3] = \/\/ covers entire viewport local
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  /external/deqp/modules/gles31/functional/
es31fTextureMultisampleTests.cpp 141 struct Triangle
150 std::vector<Triangle> m_testTriangles;
229 Triangle tri;
238 Triangle tri;
251 Triangle tri;
258 Triangle tri;
389 gl.bufferData (GL_ARRAY_BUFFER, (glw::GLsizeiptr)(m_testTriangles.size() * sizeof(Triangle)), &m_testTriangles[0], GL_STATIC_DRAW);
517 TriangleSceneSpec::SceneTriangle triangle; local
519 triangle.positions[0] = m_testTriangles[triangleNdx].p1 - offset;
520 triangle.positions[1] = m_testTriangles[triangleNdx].p2 - offset
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  /external/libgdx/extensions/gdx-bullet/jni/src/bullet/BulletCollision/Gimpact/
gim_box_set.h 99 virtual void get_primitive_triangle(GUINT prim_index,GIM_TRIANGLE & triangle) = 0;
439 SIMD_FORCE_INLINE void getNodeTriangle(GUINT nodeindex,GIM_TRIANGLE & triangle) const
441 m_primitive_manager.get_primitive_triangle(getNodeData(nodeindex),triangle); local
498 //transform triangle
511 //transform triangle
549 //do triangle vs box collision
564 //do triangle vs box collision
btGImpactShape.h 224 virtual void getBulletTriangle(int prim_index,btTriangleShapeEx & triangle) const = 0;
240 SIMD_FORCE_INLINE void getPrimitiveTriangle(int index,btPrimitiveTriangle & triangle) const
242 getPrimitiveManager()->get_primitive_triangle(index,triangle);
362 virtual void get_primitive_triangle(int prim_index,btPrimitiveTriangle & triangle) const
365 (void) prim_index; (void) triangle;
494 virtual void getBulletTriangle(int prim_index,btTriangleShapeEx & triangle) const
496 (void) prim_index; (void) triangle;
686 btPrimitiveTriangle triangle; local
687 get_primitive_triangle(prim_index,triangle);
689 triangle.m_vertices[0]
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  /external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/graphics/
Pixmap.java 339 /** Fills a triangle with vertices at x1,y1 and x2,y2 and x3,y3 using the current color.
348 triangle(x1, y1, x2, y2, x3, y3, DrawType.FILL); method
446 private void triangle(int x1, int y1, int x2, int y2, int x3, int y3, DrawType drawType) { method in class:Pixmap
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/glutils/
ShapeRenderer.java 330 /** Draws a triangle in x/y plane using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
331 public void triangle (float x1, float y1, float x2, float y2, float x3, float y3) { method in class:ShapeRenderer
359 /** Draws a triangle in x/y plane with colored corners using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
360 public void triangle (float x1, float y1, float x2, float y2, float x3, float y3, Color col1, Color col2, Color col3) { method in class:ShapeRenderer
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  /external/mesa3d/src/mesa/drivers/dri/i915/
intel_tris.c 603 tnl_triangle_func triangle; member in struct:__anon19578
1015 tnl->Driver.Render.Triangle = rast_tab[index].triangle;
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  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_swtcl.c 404 tnl_triangle_func triangle; member in struct:__anon19741
585 tnl->Driver.Render.Triangle = rast_tab[index].triangle;
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_swtcl.c 526 tnl_triangle_func triangle; member in struct:__anon19754
708 tnl->Driver.Render.Triangle = rast_tab[index].triangle;
  /external/pdfium/core/src/fpdfapi/fpdf_render/
fpdf_render_pattern.cpp 330 CPDF_MeshVertex triangle[3]) {
331 FX_FLOAT min_y = triangle[0].y, max_y = triangle[0].y;
333 if (min_y > triangle[i].y) {
334 min_y = triangle[i].y;
336 if (max_y < triangle[i].y) {
337 max_y = triangle[i].y;
354 CPDF_MeshVertex& vertex1 = triangle[i];
355 CPDF_MeshVertex& vertex2 = triangle[(i + 1) % 3];
426 CPDF_MeshVertex triangle[3]
477 CPDF_MeshVertex triangle[3]; local
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  /frameworks/native/opengl/libagl/
primitives.cpp 59 static void triangle(ogles_context_t* c,
567 #pragma mark Triangle
582 // This triangle is not clipped, test if it's culled
583 // unclipped triangle...
591 // light (or shade) our triangle!
594 triangle(c, v0, v1, v2);
599 // and even more rarely will we clip a triangle that ends up
601 // in a few cases we won't render the triangle (if culled).
606 // light (or shade) our triangle!
614 void triangle(ogles_context_t* c function in namespace:android
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  /external/opencv3/modules/imgproc/test/
test_convhull.cpp 805 std::vector<cv::Point2f> triangle; member in class:CV_MinTriangleTest
818 triangleMiddlePoints.push_back(cvTsMiddlePoint(triangle[i], triangle[(i + 1) % 3]));
831 cv::minEnclosingTriangle(pointsAsVector, triangle);
853 bp[i] = cvPoint(cvRound(triangle[i].x*a+b),cvRound(triangle[i].y*c+d));
864 // Check if all points are enclosed by the triangle
867 if (cv::pointPolygonTest(triangle, cv::Point2f(convexPolygon[i].x, convexPolygon[i].y), true) < (-eps))
871 // Check if triangle edges middle points touch the polygon
893 if ((cvTsIsPointOnLineSegment(convexPolygon[j], triangle[i]
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  /external/opencv3/modules/java/src/
imgproc.cpp 4801 Mat& triangle = *((Mat*)triangle_nativeObj); local
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  /cts/apps/CtsVerifier/libs/
opencv3-android.jar 

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