Searched defs:poly (Results 1 - 5 of 5) sorted by relevance
/frameworks/base/libs/hwui/ |
H A D | ShadowTessellator.cpp | 147 * @param poly The polygon, which is represented in a Vector2 array. 151 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { argument 157 double x1 = poly[p1].x; 158 double y1 = poly[p1].y; 159 double x2 = poly[p2].x; 160 double y2 = poly[p2].y; 168 Vector2 centroid = poly[0]; 178 // Make sure p1 -> p2 is going CW around the poly.
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H A D | SpotShadow.cpp | 228 * @param poly The in and out polyogon as a Vector2 array. 232 void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) { argument 233 quicksortCirc(poly, 0, polyLength - 1, center); 304 * @param poly the polygon 305 * @return true if the testPoint is inside the poly. 308 const Vector2* poly, int len) { 313 float startX = poly[j].x; 314 float startY = poly[j].y; 315 float endX = poly[i].x; 316 float endY = poly[ 307 testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len) argument 413 createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, VertexBuffer& shadowTriangleStrip) argument 869 generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, const Vector2& centroid) argument 1061 dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) argument 1070 dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) argument [all...] |
/frameworks/av/media/libstagefright/ |
H A D | MPEG2TSWriter.cpp | 998 uint32_t poly = 0x04C11DB7; local 1003 crc = (crc << 1) ^ ((crc & 0x80000000) ? (poly) : 0);
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/frameworks/av/media/libstagefright/wifi-display/source/ |
H A D | TSPacketizer.cpp | 1015 uint32_t poly = 0x04C11DB7; local 1020 crc = (crc << 1) ^ ((crc & 0x80000000) ? (poly) : 0);
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/frameworks/base/core/jni/android/opengl/ |
H A D | util.cpp | 39 #include "poly.h" 136 Poly poly; local 137 float* pDest = & poly.vert[0].sx; 139 poly.n = 3; 143 result = poly_clip_to_frustum(&poly);
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