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Searched refs:vertex2 (Results 1 – 4 of 4) sorted by relevance

/external/deqp/modules/gles2/functional/
Des2fShaderInvarianceTests.cpp215 const tcu::Vec4 vertex2 = genRandomVector(rnd); in init() local
216 const tcu::Vec4 vertex3 = vertex2 + genRandomVector(rnd) * 0.01f; // generate narrow triangles in init()
219 triangles[triNdx*3 + 1] = vertex2; in init()
/external/deqp/modules/gles3/functional/
Des3fShaderInvarianceTests.cpp215 const tcu::Vec4 vertex2 = genRandomVector(rnd); in init() local
216 const tcu::Vec4 vertex3 = vertex2 + genRandomVector(rnd) * 0.01f; // generate narrow triangles in init()
219 triangles[triNdx*3 + 1] = vertex2; in init()
/external/deqp/external/openglcts/modules/glesext/tessellation_shader/
DesextcTessellationShaderIsolines.cpp266 const float* vertex2 = (&test_result.rendered_data[0]) + (n_vertex + 1) * 3; /* components */ in checkSecondOuterTessellationLevelEffect() local
267 float vertex2_x = vertex2[0]; in checkSecondOuterTessellationLevelEffect()
/external/pdfium/core/fpdfapi/render/
Dcpdf_renderstatus.cpp418 CPDF_MeshVertex& vertex2 = triangle[(i + 1) % 3]; in DrawGouraud() local
420 CFX_PointF& position2 = vertex2.position; in DrawGouraud()
427 r[nIntersects] = vertex1.r + ((vertex2.r - vertex1.r) * y_dist); in DrawGouraud()
428 g[nIntersects] = vertex1.g + ((vertex2.g - vertex1.g) * y_dist); in DrawGouraud()
429 b[nIntersects] = vertex1.b + ((vertex2.b - vertex1.b) * y_dist); in DrawGouraud()