/external/mesa3d/docs/ |
D | RELNOTES-5.1 | 65 Allows server-side vertex arrays, optimized host/card data transfers, etc. 72 Allows multiple vertex arrays to be drawn with one call, including arrays 108 interactive debugging of vertex and fragment programs. See the 111 The bulk of the vertex/fragment program debugger is implemented 120 As it is now, the demo lets you set breakpoings in vertex/fragment 165 The files related to vertex and fragment programming have changed. 174 arbvertparse.[ch] - ARB vertex program parsing 175 arbparse.[ch] - ARB vertex/fragment parsing 176 arbparse_syn.h - vertex/fragment program syntax 178 nvvertprog.h - NV vertex program definitions [all …]
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D | GL3.txt | 47 16 vertex texture image units not started 59 BGRA vertex order (GL_ARB_vertex_array_bgra) DONE 60 Base vertex offset(GL_ARB_draw_elements_base_vertex) DONE 62 Provoking vertex (GL_ARB_provoking_vertex) DONE
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D | README.MITS | 42 No. This implementation splits the processing of the vertex buffer 48 polygon for each vertex buffer processed. Test results on a 50 100-200 vertices in the vertex buffer before any there is any 55 Yes. You can try to vary the size of the vertex buffer which is
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D | RELNOTES-4.1 | 25 NVIDIA's vertex programming extension 75 Allows arrays of vertex arrays to be rendered with one call. 155 isosurf with vertex program exhibits some missing triangles (probably 156 when recycling the vertex buffer for long prims). 209 During the implementation of GL_NV_vertex_program some of the vertex 303 ctx->Current.Attrib[] array for all vertex attributes which matches 304 the NV vertex program conventions.
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D | VERSIONS | 139 - Faster vertex transformation 213 - vertex array extension 365 - faster vertex transformation, clip testing, lighting 451 - added Intel X86 assembly language vertex transformation code 564 - interleaved vertex array texture coordinates were broken 592 - newly optimized vertex transformation code 670 - several vertex array bug fixes 772 - fixed random color problem in vertex fog code 808 - using fog could result in random vertex alpha values 818 - fixed a memory corruption bug in vertex buffer reset code [all …]
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D | RELNOTES-3.1 | 90 Compiled vertex arrays. 117 vertex transformation code. Basically, the whole transformation
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D | RELNOTES-3.5 | 90 Allows specification of a per-vertex fog coordinate instead of 94 Allows specifying the secondary (specular) color for each vertex
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/external/valgrind/main/auxprogs/ |
D | DotToScc.hs | 114 search relation (visited, sequence) vertex 115 | utSetElementOf vertex visited = (visited, sequence ) 116 | otherwise = (visited', vertex: sequence') 120 (utSetUnion visited (utSetSingleton vertex), sequence) 121 (relation vertex) 136 search relation (visited, utSetSequence) vertex 137 | utSetElementOf vertex visited = (visited, utSetSequence ) 138 | otherwise = (visited', utSetFromList (vertex: sequence): utSetSequence) 142 (utSetUnion visited (utSetSingleton vertex), []) 143 (relation vertex)
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/external/mesa3d/docs/OLD/ |
D | MESA_program_debug.spec | 36 vertex and fragment programs. 38 The concept is that vertex and fragment program debuggers will be 44 each vertex or fragment instruction. 84 If we want to be able to single-step through vertex/fragment 313 vertex programs. 316 /* This is called by the GL when the vertex program is executing. 348 /* define/bind a vertex program */
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D | MESA_sprite_point.spec | 124 counter-clockwise around the quadrilateral, then the vertex and 127 vertex window coordinate texture coordinate
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/external/clang/utils/analyzer/ |
D | ubiviz | 31 vertex = data[1] 32 G.new_vertex_w_id(vertex) 34 G.set_vertex_attribute(vertex, attribute[0], attribute[1])
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/external/opencv/cvaux/src/ |
D | cvclique.cpp | 83 #define CV_GET_ADJ_VTX( vertex, edge ) \ 85 assert(edge->vtx[0]==vertex||edge->vtx[1] == vertex ), \ 86 (edge->vtx[0] == vertex)?edge->vtx[1]:edge->vtx[0] \
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
D | LoopBlinnLocalTriangulator.cpp | 61 int LoopBlinnLocalTriangulator::Triangle::indexForVertex(LoopBlinnLocalTriangulator::Vertex* vertex) in indexForVertex() argument 64 if (m_vertices[i] == vertex) in indexForVertex()
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D | LoopBlinnPathProcessor.cpp | 297 … LoopBlinnLocalTriangulator::Vertex* vertex = m_triangulator->getInteriorVertex(index); in getInteriorVertex() local 298 if (vertex) in getInteriorVertex() 299 res.set(vertex->xyCoordinates().x(), vertex->xyCoordinates().y()); in getInteriorVertex() 497 LoopBlinnLocalTriangulator::Vertex* vertex = m_triangulator->getVertex(i); in triangulate() local 499 vertex->set(getPoint(i).x(), in triangulate() 505 vertex->set(getPoint(i).x(), in triangulate()
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D | LoopBlinnLocalTriangulator.h | 162 int indexForVertex(Vertex* vertex);
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/external/mesa3d/src/pixelflinger2/ |
D | scanline.cpp | 217 VertexOutput vertex(*start); in GGLScanLine() local 239 …scanLineFunction(&vertex, &vertexDx, constants, frame, depth, stencil, activeStencil, endX - start… in GGLScanLine()
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/external/opencv/cxcore/src/ |
D | cxdatastructs.cpp | 2931 CvGraphVtx *vertex = 0; in cvGraphAddVtx() local 2941 vertex = (CvGraphVtx*)cvSetNew((CvSet*)graph); in cvGraphAddVtx() 2942 if( vertex ) in cvGraphAddVtx() 2945 CV_MEMCPY_INT( vertex + 1, _vertex + 1, in cvGraphAddVtx() 2947 vertex->first = 0; in cvGraphAddVtx() 2948 index = vertex->flags; in cvGraphAddVtx() 2952 *_inserted_vertex = vertex; in cvGraphAddVtx() 3292 cvGraphVtxDegreeByPtr( const CvGraph* graph, const CvGraphVtx* vertex ) in cvGraphVtxDegreeByPtr() argument 3301 if( !graph || !vertex ) in cvGraphVtxDegreeByPtr() 3304 for( edge = vertex->first, count = 0; edge; ) in cvGraphVtxDegreeByPtr() [all …]
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/external/skia/gpu/src/ |
D | GrContext.cpp | 970 GrPoint* vertex = geo.positions(); in drawRect() local 975 setStrokeRectStrip(vertex, rect, width); in drawRect() 980 vertex[0].set(rect.fLeft, rect.fTop); in drawRect() 981 vertex[1].set(rect.fRight, rect.fTop); in drawRect() 982 vertex[2].set(rect.fRight, rect.fBottom); in drawRect() 983 vertex[3].set(rect.fLeft, rect.fBottom); in drawRect() 984 vertex[4].set(rect.fLeft, rect.fTop); in drawRect()
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/external/quake/quake/src/QW/client/ |
D | gl_rmain.c | 320 float vertex[3*256]; in GL_DrawAliasFrame() local 337 pVertex = vertex; in GL_DrawAliasFrame() 352 glVertexPointer(3, GL_FLOAT, 0, vertex); in GL_DrawAliasFrame()
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D | gl_draw.c | 1465 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad_NoTex() local 1467 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad_NoTex() 1476 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad() local 1479 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad()
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/external/opencv/cxcore/include/ |
D | cxtypes.h | 1618 #define CV_NEXT_GRAPH_EDGE( edge, vertex ) \ argument 1619 (assert((edge)->vtx[0] == (vertex) || (edge)->vtx[1] == (vertex)), \ 1620 (edge)->next[(edge)->vtx[1] == (vertex)])
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/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
D | d3drmobj.h | 386 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE; in DECLARE_INTERFACE_() 390 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE; in DECLARE_INTERFACE_() 394 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE; in DECLARE_INTERFACE_() 396 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE; in DECLARE_INTERFACE_()
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/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
D | D3DRMOBJ.H | 386 STDMETHOD(AddVertexAndNormalIndexed)(THIS_ DWORD vertex, DWORD normal) PURE; in DECLARE_INTERFACE_() 390 STDMETHOD(SetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE u, D3DVALUE v) PURE; in DECLARE_INTERFACE_() 394 STDMETHOD(GetVertex)(THIS_ DWORD index, D3DVECTOR *vertex, D3DVECTOR *normal) PURE; in DECLARE_INTERFACE_() 396 STDMETHOD(GetTextureCoordinates)(THIS_ DWORD vertex, D3DVALUE *u, D3DVALUE *v) PURE; in DECLARE_INTERFACE_()
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/external/quake/quake/src/WinQuake/ |
D | gl_draw.cpp | 2059 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad_NoTex() local 2061 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad_NoTex() 2074 float vertex[2*4] = {x,y,x+w,y, x+w, y+h, x, y+h}; in DrawQuad() local 2077 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad()
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/external/mesa3d/src/glsl/ |
D | README | 26 outputs of the vertex shader match the inputs of the fragment shader, 56 but it can support function calls and dynamic branching. A 965 vertex
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