/external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/ |
DelaunayTriangulatorTest.java | 42 triangulate(); method 49 triangulate(); 54 triangulate(); 60 void triangulate () { method in class:DelaunayTriangulatorTest
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EarClippingTriangulatorTest.java | 258 // triangulate();
261 // private void triangulate () {
304 // triangulate();
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/external/libgdx/gdx/test/com/badlogic/gdx/math/ |
IntersectorTest.java | 75 // There is only one way to triangulate front 78 // There are two ways to triangulate back 95 // There is only one way to triangulate back 98 // There are two ways to triangulate front
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/external/libgdx/gdx/src/com/badlogic/gdx/math/ |
EarClippingTriangulator.java | 23 /** A simple implementation of the ear cutting algorithm to triangulate simple polygons without holes. For more information:
92 triangulate();
method 96 private void triangulate () {
method in class:EarClippingTriangulator
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DelaunayTriangulator.java | 24 /** Delaunay triangulation. Adapted from Paul Bourke's triangulate: http://paulbourke.net/papers/triangulate/
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Intersector.java | [all...] |
/development/perftests/panorama/feature_mos/src/mosaic/ |
Delaunay.h | 108 int triangulate(SEdgeVector **edge, int nsite, int width, int height);
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Blend.cpp | 252 int n = m_Triangulator.triangulate(&edge, numCenters, width, height); 841 // project point and then triangulate to neighbors 925 // project point and then triangulate to neighbors [all...] |
Delaunay.cpp | 40 int CDelaunay::triangulate(SEdgeVector **edges, int n_sites, int width, int height) function in class:CDelaunay
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/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic/ |
Delaunay.h | 108 int triangulate(SEdgeVector **edge, int nsite, int width, int height);
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Blend.cpp | 265 int n = m_Triangulator.triangulate(&edge, numCenters, width, height); 839 // project point and then triangulate to neighbors 923 // project point and then triangulate to neighbors [all...] |
Delaunay.cpp | 40 int CDelaunay::triangulate(SEdgeVector **edges, int n_sites, int width, int height) function in class:CDelaunay
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/external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/ |
PolygonRegionLoader.java | 129 // It would probably be better if PSH stored the vertices and triangles, then we don't have to triangulate here.
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/external/opencv3/doc/py_tutorials/py_calib3d/py_epipolar_geometry/ |
py_epipolar_geometry.markdown | 32 (\f$x'\f$) in right plane. So with these two images, we can triangulate the correct 3D point. This is
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/external/skia/include/core/ |
SkRRect.h | 32 // detect and triangulate RRectorii rather than falling back to SW in Ganesh
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/external/opencv3/modules/calib3d/test/ |
test_cameracalibration.cpp | [all...] |
/external/skia/src/gpu/ |
GrTessellator.cpp | 32 * 6) Triangulate the monotone polygons directly into a vertex buffer (polys_to_triangles()). [all...] |
/external/opencv3/ |
Android.mk | 153 modules/calib3d/src/triangulate.cpp \ [all...] |
/external/deqp/framework/referencerenderer/ |
rrRenderer.cpp | 624 //Triangulate planar convex n-gon [all...] |