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/external/mesa3d/docs/
DRELNOTES-5.165 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
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DGL3.txt47 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
DREADME.MITS42 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
DRELNOTES-4.125 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.
DVERSIONS139 - 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
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DRELNOTES-3.190 Compiled vertex arrays.
117 vertex transformation code. Basically, the whole transformation
/external/dexmaker/src/dx/java/com/android/dx/ssa/
DDominators.java56 private final ArrayList<SsaBasicBlock> vertex; field in Dominators
75 this.vertex = new ArrayList<SsaBasicBlock>(); in Dominators()
175 vertex.add(root); in run()
188 int dfsMax = vertex.size() - 1; in run()
192 SsaBasicBlock w = vertex.get(i); in run()
213 info[vertex.get(wInfo.semidom).getIndex()].bucket.add(w); in run()
241 SsaBasicBlock w = vertex.get(i); in run()
243 != vertex.get(info[w.getIndex()].semidom).getIndex()) { in run()
263 vertex.add(v); in visitBlock()
/external/valgrind/main/auxprogs/
DDotToScc.hs114 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)
/external/skia/third_party/glu/libtess/
Dalg-outline34 2. Project the vertex data onto a plane. It does not need to be
53 We fit a plane to the vertex data, ignoring how they are connected
81 are many vertices which lie almost along a line, and one vertex V
100 ones), organized so that we can quickly extract the vertex with the
111 vertex. The processed portion of the mesh (left of the sweep line) is
112 a planar decomposition. As we cross each vertex, we update the mesh
116 A vertex can have any number of edges. Vertices with many edges can
119 edges are in no particular order around the vertex; for processed
122 The vertex processing happens in two phases: first we process are the
128 the event vertex matches the order in the dictionary;
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DREADME56 contour (the last vertex of each contour is automatically linked to
59 "coords" give the coordinates of the vertex in 3-space. For useful
62 to a user-defined vertex structure, which typically contains other
64 used to refer to the vertex during rendering.
90 void vertex( void *data ); /* GLU_TESS_VERTEX */
100 It is followed by any number of "vertex" callbacks, which supply the
102 call. After the last vertex of a given primitive, there is a callback
107 vertex which follows begins an edge which lies on the polygon boundary
109 If "flag" is GL_FALSE, each vertex which follows begins an edge which lies
111 call to "vertex".
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/external/mesa3d/docs/OLD/
DMESA_program_debug.spec36 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 */
DMESA_sprite_point.spec124 counter-clockwise around the quadrilateral, then the vertex and
127 vertex window coordinate texture coordinate
/external/clang/utils/analyzer/
Dubiviz31 vertex = data[1]
32 G.new_vertex_w_id(vertex)
34 G.set_vertex_attribute(vertex, attribute[0], attribute[1])
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/
DPostShadow.vert17 // get the vertex in world space
20 // convert vertex to light viewProj space
DPostShadowPSSM.vert28 // get the vertex in world space
32 // populate the light view matrices array and convert vertex to light viewProj space
/external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/
DStripifier.java458 static void getSharedVertices(FaceInfo faceA, FaceInfo faceB, int[] vertex) { in getSharedVertices() argument
459 vertex[0] = -1; in getSharedVertices()
460 vertex[1] = -1; in getSharedVertices()
465 if (vertex[0] == -1) in getSharedVertices()
466 vertex[0] = facev0; in getSharedVertices()
468 vertex[1] = facev0; in getSharedVertices()
476 if (vertex[0] == -1) in getSharedVertices()
477 vertex[0] = facev1; in getSharedVertices()
479 vertex[1] = facev1; in getSharedVertices()
487 if (vertex[0] == -1) in getSharedVertices()
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/external/skia/src/gpu/
DGrTesselatedPathRenderer.cpp94 virtual void vertex(int index) = 0;
103 static_cast<GrTess*>(data)->vertex(reinterpret_cast<long>(vertexData)); in vertexCB()
140 virtual void vertex(int index) { in vertex() function in GrPolygonTess
193 virtual void vertex(int index) { in vertex() function in GrEdgePolygonTess
195 GrPolygonTess::vertex(index); in vertex()
238 virtual void vertex(int index) { in vertex() function in GrBoundaryTess
/external/webkit/Source/WebCore/platform/graphics/android/rendering/
DShaderProgram.h105 ShaderResource(GLuint prog, GLuint vertex, GLuint fragment) in ShaderResource()
107 , vertexShader(vertex) in ShaderResource()
/external/opencv/cvaux/src/
Dcvclique.cpp83 #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] \
/external/webkit/Source/WebCore/platform/graphics/gpu/
DLoopBlinnLocalTriangulator.cpp61 int LoopBlinnLocalTriangulator::Triangle::indexForVertex(LoopBlinnLocalTriangulator::Vertex* vertex) in indexForVertex() argument
64 if (m_vertices[i] == vertex) in indexForVertex()
DLoopBlinnPathProcessor.cpp297 … 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()
DLoopBlinnLocalTriangulator.h162 int indexForVertex(Vertex* vertex);
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
DLighting.j3md5 // Compute vertex lighting in the shader
37 // Use vertex color as an additional diffuse color.
/external/mesa3d/src/pixelflinger2/
Dscanline.cpp217 VertexOutput vertex(*start); in GGLScanLine() local
239 …scanLineFunction(&vertex, &vertexDx, constants, frame, depth, stencil, activeStencil, endX - start… in GGLScanLine()
/external/opencv/cxcore/src/
Dcxdatastructs.cpp2931 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()
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