/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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/external/dexmaker/src/dx/java/com/android/dx/ssa/ |
D | Dominators.java | 56 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()
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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/skia/third_party/glu/libtess/ |
D | alg-outline | 34 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; [all …]
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D | README | 56 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". [all …]
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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/jmonkeyengine/engine/src/core-data/Common/MatDefs/Shadow/ |
D | PostShadow.vert | 17 // get the vertex in world space 20 // convert vertex to light viewProj space
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D | PostShadowPSSM.vert | 28 // get the vertex in world space 32 // populate the light view matrices array and convert vertex to light viewProj space
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/external/jmonkeyengine/engine/src/tools/jme3tools/converters/model/strip/ |
D | Stripifier.java | 458 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() [all …]
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/external/skia/src/gpu/ |
D | GrTesselatedPathRenderer.cpp | 94 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
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
D | ShaderProgram.h | 105 ShaderResource(GLuint prog, GLuint vertex, GLuint fragment) in ShaderResource() 107 , vertexShader(vertex) in ShaderResource()
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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/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
D | Lighting.j3md | 5 // Compute vertex lighting in the shader 37 // Use vertex color as an additional diffuse color.
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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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