/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;
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/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 [all...] |
/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) {
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/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); [all...] |
HeightMapTest.java | 58 ground.meshPart.mesh = field.mesh; 61 ground.meshPart.size = field.mesh.getNumIndices();
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/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);
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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() [all...] |
/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); [all...] |
/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( [all...] |
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();
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/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;
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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());
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/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);
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/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);
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/external/iw/ |
Android.mk | 8 mesh.c mpath.c mpp.c scan.c reg.c \
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/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);
[all...] |
/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);
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/external/vulkan-validation-layers/demos/smoke/ |
Simulation.h | 88 Meshes::Type mesh; member in struct:Simulation::Object
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/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 [all...] |
/frameworks/native/services/surfaceflinger/RenderEngine/ |
GLES11RenderEngine.h | 34 class Mesh; 71 virtual void drawMesh(const Mesh& mesh);
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GLES20RenderEngine.h | 36 class Mesh; 87 virtual void drawMesh(const Mesh& mesh);
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/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) [all...] |
/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 [all...] |
/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);
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/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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