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    Searched refs:pMesh (Results 1 - 10 of 10) sorted by null

  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
OGLES2DisplacementMap.cpp 250 if(!m_Scene.pMesh[0].pInterleaved)
263 so all data is interleaved in the buffer at pMesh->pInterleaved.
271 SPODMesh& Mesh = m_Scene.pMesh[i];
619 SPODMesh* pMesh = &m_Scene.pMesh[i32MeshIndex];
627 glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
628 glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
629 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
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  /external/swiftshader/third_party/PowerVR_SDK/Tools/
PVRTGeometry.cpp 132 SMesh * const pMesh,
215 const SMesh * const pMesh);
239 SMesh * const pMesh,
537 @Input pMesh Pointer to mesh data
543 SMesh * const pMesh,
554 pTmp = pMesh->ppVtx[i]; // Keep a record of the old vtx that's already here
556 pMesh->ppVtx[i] = ppVtx[i]; // Move the new vtx into place
560 ppVtx[i]->ppMeshPos = &pMesh->ppVtx[i]; // Tell the new vtx where it is now
562 _ASSERT(pMesh->ppVtx[i]->nTriNumFree);
566 sNew.ppVtx = pMesh->ppVtx
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PVRTModelPOD.cpp     [all...]
PVRTModelPOD.h 279 PVRTuint32 nNumMesh; /*!< The length of the array pMesh */
280 SPODMesh *pMesh; /*!< Mesh array. Meshes may be instanced several times in a scene; i.e. multiple Nodes may reference any given mesh. */
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  /external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/
OGLES3ColourGrading.cpp 340 so all data is interleaved in the buffer at pMesh->pInterleaved.
348 SPODMesh& Mesh = m_Mask.pMesh[i];
827 SPODMesh* pMesh = &m_Mask.pMesh[i32MeshIndex];
840 glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sVertex.nStride, pMesh->sVertex.pData);
841 glVertexAttribPointer(NORMAL_ARRAY, 3, GL_FLOAT, GL_FALSE, pMesh->sNormals.nStride, pMesh->sNormals.pData);
842 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData)
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  /external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
OGLES2ChameleonMan.cpp 350 so all data is interleaved in the buffer at pMesh->pInterleaved.
360 SPODMesh& Mesh = m_Scene.pMesh[i];
689 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];
775 SPODMesh& Mesh = m_Scene.pMesh[Node.nIdx];
824 As we are using bone batching we don't want to draw all the faces contained within pMesh, we only want
  /prebuilts/gcc/linux-x86/host/x86_64-w64-mingw32-4.8/x86_64-w64-mingw32/include/
d3dx9anim.h 89 ID3DXMesh *pMesh;
ntgdi.h 128 W32KAPI WINBOOL WINAPI NtGdiGradientFill(HDC hdc,PTRIVERTEX pVertex,ULONG nVertex,PVOID pMesh,ULONG nMesh,ULONG ulMode);
385 W32KAPI WINBOOL WINAPI NtGdiEngGradientFill(SURFOBJ *psoDest,CLIPOBJ *pco,XLATEOBJ *pxlo,TRIVERTEX *pVertex,ULONG nVertex,PVOID pMesh,ULONG nMesh,RECTL *prclExtents,POINTL *pptlDitherOrg,ULONG ulMode)
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winddi.h     [all...]
wingdi.h     [all...]

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