Searched refs:normal (Results 1 - 6 of 6) sorted by relevance

/frameworks/native/opengl/libagl/
H A Darray.cpp111 c->arrays.normal.size = 4;
112 c->arrays.normal.type = GL_FLOAT;
436 case GL_NORMAL_ARRAY: a = &c->arrays.normal; break;
1116 if (c->lighting.enable) { // needs normal transforms and eye coords
1151 am.normal.fetch = currentNormal;
1161 if (am.normal.enable) {
1162 am.normal.resolve();
1163 if (am.normal.bo || am.normal.pointer) {
1164 am.normal
[all...]
H A Dcontext.h198 array_t normal; member in struct:android::gl::array_machine_t
H A Dlight.cpp353 // transform each normal. However, we might still have to normalize
356 c->arrays.normal.fetch(c, n.v,
357 c->arrays.normal.element(v->index & vertex_cache_t::INDEX_MASK));
/frameworks/base/libs/hwui/
H A DPathTessellator.cpp78 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
138 * NOTE: the input will not always be a normal, especially for sharp edges - it should be the
228 const vec2& normal, Vertex* buffer, int& currentIndex, bool begin) {
229 vec2 strokeOffset = normal;
336 // alpha 0 vertex, offset by a scaled normal.
349 // AA point offset from original point is that point's normal, such that each side is offset
394 AlphaVertex* buffer, bool isFirst, vec2 normal, int offset) {
400 if (isFirst) normal *= -1;
402 // TODO: this normal should be scaled by radialScale if extra != 0, see totalOffsetFromNormals()
403 vec2 AAOffset = paintInfo.deriveAAOffset(normal);
227 storeBeginEnd(const PaintInfo& paintInfo, const Vertex& center, const vec2& normal, Vertex* buffer, int& currentIndex, bool begin) argument
393 storeCapAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, vec2 normal, int offset) argument
[all...]
/frameworks/base/docs/html/reference/renderscript/
H A Ddoxygen.css90 font-weight: normal;
309 font-weight: normal;
386 font-weight: normal;
486 font-style: normal;
610 font-style: normal;
/frameworks/ex/carousel/java/com/android/ex/carousel/
H A Dcarousel.rs50 float3 normal;
247 { 0.0f, 1.0f, 0.0f }, // normal
1403 float denom = dot(ray->direction, plane->normal);
1405 float t = - (plane->constant + dot(ray->position, plane->normal)) / denom;

Completed in 892 milliseconds