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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/gles2/
Shapes.java 19 import com.badlogic.gdx.graphics.Mesh;
24 public static Mesh genCube () {
25 Mesh mesh = new Mesh(true, 24, 36, new VertexAttribute(Usage.Position, 3, "a_position"), new VertexAttribute(Usage.Normal, local
61 mesh.setVertices(vertices);
62 mesh.setIndices(indices);
64 return mesh;
  /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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  /cts/tests/openglperf2/jni/reference/scene/flocking/
WaterMeshNode.cpp 19 WaterMeshNode::WaterMeshNode(const Mesh* mesh, int time, GLuint textureId1, GLuint textureId2) :
20 MeshNode(mesh), mTime(time), mTextureId1(textureId1), mTextureId2(textureId2) {
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
MeshBuilderTest.java 8 import com.badlogic.gdx.graphics.Mesh;
59 Mesh mesh = new Mesh(true, meshBuilder.getNumVertices(), meshBuilder.getNumIndices(), meshBuilder.getAttributes()); local
60 mesh = meshBuilder.end(mesh);
89 modelBuilder.node().id = "mesh";
90 mpb = modelBuilder.part("mesh", GL20.GL_TRIANGLES, mesh.getVertexAttributes(), material);
93 mpb.addMesh(mesh);
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HeightMapTest.java 58 ground.meshPart.mesh = field.mesh;
61 ground.meshPart.size = field.mesh.getNumIndices();
  /external/opencv3/samples/cpp/tutorial_code/calib3d/real_time_pose_estimation/src/
PnPProblem.h 16 #include "Mesh.h"
26 bool backproject2DPoint(const Mesh *mesh, const cv::Point2f &point2d, cv::Point3f &point3d);
28 std::vector<cv::Point2f> verify_points(Mesh *mesh);
PnPProblem.cpp 12 #include "Mesh.h"
158 // Given the mesh, backproject the 3D points to 2D to verify the pose estimation
159 std::vector<cv::Point2f> PnPProblem::verify_points(Mesh *mesh)
162 for( int i = 0; i < mesh->getNumVertices(); i++)
164 cv::Point3f point3d = mesh->getVertex(i);
197 bool PnPProblem::backproject2DPoint(const Mesh *mesh, const cv::Point2f &point2d, cv::Point3f &point3d)
199 // Triangles list of the object mesh
200 std::vector<std::vector<int> > triangles_list = mesh->getTrianglesList()
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/decals/
DecalBatch.java 21 import com.badlogic.gdx.graphics.Mesh;
53 private Mesh mesh; field in class:DecalBatch
91 Mesh.VertexDataType vertexDataType = Mesh.VertexDataType.VertexArray;
93 vertexDataType = Mesh.VertexDataType.VertexBufferObjectWithVAO;
95 mesh = new Mesh(vertexDataType, false, size * 4, size * 6, new VertexAttribute(
110 mesh.setIndices(indices);
186 mesh.setVertices(vertices, 0, verticesPosition);
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
FrameBufferTest.java 35 import com.badlogic.gdx.graphics.Mesh;
52 Mesh mesh; field in class:FrameBufferTest
54 Mesh stencilMesh;
69 mesh.render(meshShader, GL20.GL_TRIANGLES);
99 mesh.render(meshShader, GL20.GL_TRIANGLES);
120 mesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(Usage.ColorPacked, 4,
126 mesh.setVertices(new float[] {-0.5f, -0.5f, 0, c1, 0, 0, 0.5f, -0.5f, 0, c2, 1, 0, 0, 0.5f, 0, c3, 0.5f, 1});
128 stencilMesh = new Mesh(true, 3, 0, new VertexAttribute(Usage.Position, 3, "a_Position"), new VertexAttribute(
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MipMapTest.java 22 import com.badlogic.gdx.graphics.Mesh;
45 Mesh mesh; field in class:MipMapTest
65 mesh = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position, 3, ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(
67 mesh.setVertices(new float[] {-1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, -1, 1, 0, -1, 0, -1, 0, 0,});
68 mesh.setIndices(new short[] {0, 1, 2, 3});
128 mesh.render(shader, GL20.GL_TRIANGLE_FAN);
140 mesh.dispose();
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/
TriangleRaycastTest.java 24 import com.badlogic.gdx.graphics.Mesh;
122 // Ignore intersection with mesh backfaces.
174 Mesh mesh = model.meshParts.get(currentPartId).mesh; local
175 FloatBuffer verticesBuffer = mesh.getVerticesBuffer();
176 ShortBuffer indicesBuffer = mesh.getIndicesBuffer();
178 int posOffset = mesh.getVertexAttributes().findByUsage(VertexAttributes.Usage.Position).offset / 4;
179 int vertexSize = mesh.getVertexSize() / 4;
ConvexHullDistanceTest.java 21 import com.badlogic.gdx.graphics.Mesh;
100 final Mesh mesh = model.meshes.get(0); local
101 final btConvexHullShape shape = new btConvexHullShape(mesh.getVerticesBuffer(), mesh.getNumVertices(), mesh.getVertexSize());
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
DepthShader.java 96 final int n = renderable.meshPart.mesh.getVertexAttributes().size();
98 final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
127 final boolean skinned = ((renderable.meshPart.mesh.getVertexAttributes().getMask() & Usage.BoneWeight) == Usage.BoneWeight);
131 final int n = renderable.meshPart.mesh.getVertexAttributes().size();
133 final VertexAttribute attr = renderable.meshPart.mesh.getVertexAttributes().get(i);
  /frameworks/base/libs/hwui/renderstate/
OffscreenBufferPool.cpp 80 TextureVertex* mesh = &meshVector[0]; local
89 TextureVertex::set(mesh++, r->left, r->top, u1, v1);
90 TextureVertex::set(mesh++, r->right, r->top, u2, v1);
91 TextureVertex::set(mesh++, r->left, r->bottom, u1, v2);
92 TextureVertex::set(mesh++, r->right, r->bottom, u2, v2);
  /external/iw/
Android.mk 8 mesh.c mpath.c mpp.c scan.c reg.c \
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/
Model.java 21 import com.badlogic.gdx.graphics.Mesh;
59 * of a {@link MeshPart} and {@link Material}. Mesh parts reference subsets of vertices in one of the meshes of the model.
79 public final Array<Mesh> meshes = new Array();
230 for (ModelMesh mesh : meshes) {
231 convertMesh(mesh);
243 Mesh mesh = new Mesh(true, numVertices, numIndices, attributes); local
244 meshes.add(mesh);
245 disposables.add(mesh);
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/gwt/
GwtTest.java 26 import com.badlogic.gdx.graphics.Mesh;
27 import com.badlogic.gdx.graphics.Mesh.VertexDataType;
46 Mesh mesh; field in class:GwtTest
66 mesh = new Mesh(VertexDataType.VertexBufferObject, true, 6, 0, VertexAttribute.Position(), VertexAttribute.TexCoords(0));
67 mesh.setVertices(new float[] {-0.5f, -0.5f, 0, 0, 1, 0.5f, -0.5f, 0, 1, 1, 0.5f, 0.5f, 0, 1, 0, 0.5f, 0.5f, 0, 1, 0, -0.5f,
101 mesh.render(shader, GL20.GL_TRIANGLES);
  /external/vulkan-validation-layers/demos/smoke/
Simulation.h 88 Meshes::Type mesh; member in struct:Simulation::Object
  /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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  /frameworks/native/services/surfaceflinger/RenderEngine/
GLES11RenderEngine.h 34 class Mesh;
71 virtual void drawMesh(const Mesh& mesh);
GLES20RenderEngine.h 36 class Mesh;
87 virtual void drawMesh(const Mesh& mesh);
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dx9mesh.h 505 STDMETHOD(Tessellate)(THIS_ float tess_level, ID3DXMesh *mesh) PURE;
507 DWORD min_tess_level, ID3DXMesh *mesh) PURE;
648 STDMETHOD(ExtractPerVertexAlbedo)(THIS_ ID3DXMesh *mesh, D3DDECLUSAGE usage, UINT num_channels) PURE;
651 UINT *vert_remap, float *vert_weights, struct ID3DXMesh **mesh) PURE;
698 const D3DVERTEXELEMENT9 *declaration, struct IDirect3DDevice9 *device, struct ID3DXMesh **mesh)
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
ModelBuilder.java 21 import com.badlogic.gdx.graphics.Mesh;
46 /** The mesh builders created between begin and end */
130 /** Adds the specified MeshPart to the current Node. The Mesh will be managed by the model and disposed when the model is
138 /** Adds the specified mesh part to the current node. The Mesh will be managed by the model and disposed when the model is
142 public MeshPart part (final String id, final Mesh mesh, int primitiveType, int offset, int size, final Material material) {
146 meshPart.mesh = mesh;
153 /** Adds the specified mesh part to the current node. The Mesh will be managed by the model and disposed when the model is
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  /external/mesa3d/src/gallium/state_trackers/d3d1x/progs/d3d11gears/
d3d11gears.cpp 47 struct mesh* mesh; member in struct:gear
86 static mesh* build_gear(ID3D11Device* dev, int triangle_budget, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth)
230 return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
297 gears[i].mesh->bind_and_draw(ctx);
516 gears[0].mesh = build_gear(dev, triangles / 2, 1.0f, 4.0f, 1.0f, 20, 0.7f);
517 gears[1].mesh = build_gear(dev, triangles / 4, 0.5f, 2.0f, 2.0f, 10, 0.7f);
518 gears[2].mesh = build_gear(dev, triangles / 4, 1.3f, 2.0f, 0.5f, 10, 0.7f);
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/batches/
PointSpriteParticleBatch.java 7 import com.badlogic.gdx.graphics.Mesh;
76 if(renderable.meshPart.mesh != null)
77 renderable.meshPart.mesh.dispose();
78 renderable.meshPart.mesh = new Mesh(false, capacity, 0, CPU_ATTRIBUTES);
135 renderable.meshPart.mesh.setVertices(vertices, 0, bufferedParticlesCount*CPU_VERTEX_SIZE);

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