/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/ |
D | Shader.cpp | 312 return GL_FLOAT; in parseType() 363 case GL_FLOAT: return true; in compareVarying() 376 case GL_FLOAT: return true; in compareVarying() 389 case GL_FLOAT: return true; in compareVarying() 402 case GL_FLOAT: return true; in compareVarying() 415 case GL_FLOAT: return true; in compareVarying() 419 case GL_FLOAT: return false; in compareVarying()
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D | utilities.cpp | 26 case GL_FLOAT: in UniformComponentCount() 64 case GL_FLOAT: in UniformComponentType() 71 return GL_FLOAT; in UniformComponentType() 91 case GL_FLOAT: return sizeof(GLfloat); in UniformTypeSize() 105 case GL_FLOAT: in VariableRowCount() 137 case GL_FLOAT: in VariableColumnCount() 254 case GL_FLOAT: in ComputePixelSize() 312 case GL_FLOAT: in CheckTextureFormatType()
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D | Context.h | 91 …VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mPointer(NULL), mAr… in VertexAttribute() 108 case GL_FLOAT: return mSize * sizeof(GLfloat); in typeSize()
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D | Program.cpp | 279 if (targetUniform->type == GL_FLOAT) in setUniform1fv() 835 case GL_FLOAT: in getUniformfv() 878 case GL_FLOAT: in getUniformiv() 941 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break; in applyUniforms() 1215 case GL_FLOAT: mVertexHLSL += " float "; break; in linkVaryings() 1791 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements); in createUniform()
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D | libGLESv2.cpp | 2468 if (nativeType == GL_FLOAT) in glGetBooleanv() 2815 else if (nativeType == GL_FLOAT) in glGetIntegerv() 4484 case GL_FLOAT: in glTexImage2D() 4496 case GL_FLOAT: in glTexImage2D() 4509 case GL_FLOAT: in glTexImage2D() 4584 if (type == GL_FLOAT) in glTexImage2D() 4770 if (format == GL_FLOAT) in glTexSubImage2D() 5618 case GL_FLOAT: in glVertexAttribPointer()
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D | Texture.cpp | 182 return (mType == GL_FLOAT || mType == GL_HALF_FLOAT_OES); in isFloatingPoint() 215 else if (type == GL_FLOAT) in selectFormat() 304 case GL_FLOAT: in loadImageData() 1455 if ((getFormat() == GL_FLOAT && !getContext()->supportsFloatLinearFilter()) || in isComplete() 1900 if ((getFormat() == GL_FLOAT && !getContext()->supportsFloatLinearFilter()) || in isComplete()
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/external/quake/quake/src/WinQuake/ |
D | gl_rsurf.cpp | 459 glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][3]); in R_DrawSequentialPoly() 462 glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][5]); in R_DrawSequentialPoly() 463 glVertexPointer(3, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][0]); in R_DrawSequentialPoly() 486 glVertexPointer(3, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][0]); in R_DrawSequentialPoly() 487 glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][3]); in R_DrawSequentialPoly() 503 glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][5]); in R_DrawSequentialPoly() 594 glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][3]); in R_DrawSequentialPoly() 597 glTexCoordPointer(2, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][5]); in R_DrawSequentialPoly() 598 glVertexPointer(3, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][0]); in R_DrawSequentialPoly() 652 glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); in DrawGLWaterPoly() [all …]
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D | gl_rmain.cpp | 256 glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); in R_DrawSpriteModel() 257 glTexCoordPointer(2, GL_FLOAT, 0, texCoords); in R_DrawSpriteModel() 370 glTexCoordPointer(2, GL_FLOAT, 0, gTexCoordBuffer); in GL_DrawAliasFrame() 371 glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); in GL_DrawAliasFrame() 372 glColorPointer(4, GL_FLOAT, 0, gColorBuffer); in GL_DrawAliasFrame() 505 glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); in GL_DrawAliasShadow() 897 glVertexPointer( 3, GL_FLOAT, 0, vertex); in R_PolyBlend()
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D | gl_rlight.cpp | 94 glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); in R_RenderDlight() 95 glColorPointer(4, GL_FLOAT, 0, gColorBuffer); in R_RenderDlight()
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D | gl_warp.cpp | 223 glVertexPointer(3, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][0]); in EmitWaterPolys() 224 glTexCoordPointer(2, GL_FLOAT, 0, gTexCoordBuffer); in EmitWaterPolys() 289 glVertexPointer(3, GL_FLOAT, VERTEXSIZE*sizeof(float), &p->verts[0][0]); in EmitSkyPolys() 290 glTexCoordPointer(2, GL_FLOAT, 0, gTexCoordBuffer); in EmitSkyPolys()
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D | gl_vidnt.cpp | 647 glVertexPointerEXT (3, GL_FLOAT, 0, 0, &glv.x); in GL_Init() 648 glTexCoordPointerEXT (2, GL_FLOAT, 0, 0, &glv.s); in GL_Init() 649 glColorPointerEXT (3, GL_FLOAT, 0, 0, &glv.r); in GL_Init()
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D | gl_draw.cpp | 2063 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad_NoTex() 2078 glTexCoordPointer( 2, GL_FLOAT, 0, texcoord); in DrawQuad() 2079 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad()
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D | r_part.cpp | 676 glVertexPointer(3, GL_FLOAT, 0, gVertexBuffer); in R_DrawParticles()
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/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/ |
D | TextureUtil.java | 267 dataType = GL_FLOAT; in uploadTexture() 312 dataType = GL_FLOAT; in uploadTexture() 357 dataType = GL_FLOAT; in uploadTexture() 362 dataType = GL_FLOAT; in uploadTexture()
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/external/eigen/demos/opengl/ |
D | icosphere.cpp | 108 glVertexPointer(3, GL_FLOAT, 0, mVertices[0].data()); in draw() 109 glNormalPointer(GL_FLOAT, 0, mVertices[0].data()); in draw()
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D | quaternion_demo.cpp | 258 glVertexPointer(3, GL_FLOAT, 0, mVertices[0].data()); in drawScene() 259 glNormalPointer(GL_FLOAT, 0, mNormals[0].data()); in drawScene()
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/external/webkit/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/ |
D | VertexDataManager.cpp | 293 template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; }; 378 template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase… 470 TRANSLATIONS_FOR_TYPE(GL_FLOAT) 504 case GL_FLOAT: return 5; in typeIndex()
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/external/replicaisland/src/com/replica/replicaisland/ |
D | Grid.java | 101 mCoordinateType = GL10.GL_FLOAT; in Grid() 188 if (mCoordinateType == GL10.GL_FLOAT) { in setVertex()
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/external/quake/quake/src/QW/client/ |
D | gl_rmain.c | 334 glTexCoordPointer(2, GL_FLOAT, 0, order); in GL_DrawAliasFrame() 351 glColorPointer(3, GL_FLOAT, 0, color); in GL_DrawAliasFrame() 352 glVertexPointer(3, GL_FLOAT, 0, vertex); in GL_DrawAliasFrame()
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D | gl_vidnt.c | 647 glVertexPointerEXT (3, GL_FLOAT, 0, 0, &glv.x); in GL_Init() 648 glTexCoordPointerEXT (2, GL_FLOAT, 0, 0, &glv.s); in GL_Init() 649 glColorPointerEXT (3, GL_FLOAT, 0, 0, &glv.r); in GL_Init()
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D | gl_draw.c | 1467 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad_NoTex() 1478 glTexCoordPointer( 2, GL_FLOAT, 0, texcoord); in DrawQuad() 1479 glVertexPointer( 2, GL_FLOAT, 0, vertex); in DrawQuad()
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/external/mesa3d/src/glsl/ |
D | builtin_types.h | 47 glsl_type(GL_FLOAT, GLSL_TYPE_FLOAT, 1, 1, "float"),
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/external/webkit/Source/WebCore/platform/graphics/opengl/ |
D | TextureMapperGL.cpp | 391 GL_CMD(glVertexAttribPointer(gInVertexAttributeIndex, 2, GL_FLOAT, GL_FALSE, 0, unitRect)) in drawTexture() 644 GL_CMD(glVertexAttribPointer(gInVertexAttributeIndex, 2, GL_FLOAT, GL_FALSE, 0, unitRect)) in paintToTarget()
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
D | ShaderProgram.cpp | 734 2, GL_FLOAT, GL_FALSE, 0, 0); in drawQuadInternal() 867 2, GL_FLOAT, GL_FALSE, 0, 0); in drawVideoLayerQuad()
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/external/mesa3d/docs/ |
D | MESA_texture_signed_rgba.spec | 114 converting to GL_FLOAT (using the standard OpenGL float/byte mapping)
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