Searched refs:normal (Results 1 - 7 of 7) sorted by relevance

/frameworks/native/opengl/libagl/
H A Darray.cpp111 c->arrays.normal.size = 4;
112 c->arrays.normal.type = GL_FLOAT;
440 case GL_NORMAL_ARRAY: a = &c->arrays.normal; break;
1120 if (c->lighting.enable) { // needs normal transforms and eye coords
1155 am.normal.fetch = currentNormal;
1165 if (am.normal.enable) {
1166 am.normal.resolve();
1167 if (am.normal.bo || am.normal.pointer) {
1168 am.normal
[all...]
H A Dcontext.h202 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.cpp81 * Produces a pseudo-normal for a vertex, given the normals of the two incoming lines. If the offset
140 * NOTE: the input will not always be a normal, especially for sharp edges - it should be the
245 const Vector2& normal, Vertex* buffer, int& currentIndex, bool begin) {
246 Vector2 strokeOffset = normal;
352 // alpha 0 vertex, offset by a scaled normal.
363 // AA point offset from original point is that point's normal, such that each side is offset
408 AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) {
414 if (isFirst) normal *= -1;
416 // TODO: this normal should be scaled by radialScale if extra != 0, see totalOffsetFromNormals()
417 Vector2 AAOffset = paintInfo.deriveAAOffset(normal);
244 storeBeginEnd(const PaintInfo& paintInfo, const Vertex& center, const Vector2& normal, Vertex* buffer, int& currentIndex, bool begin) argument
407 storeCapAA(const PaintInfo& paintInfo, const Vector<Vertex>& vertices, AlphaVertex* buffer, bool isFirst, Vector2 normal, int offset) argument
[all...]
H A DSpotShadow.cpp68 * For each outline vertex, we need to store the position and normal.
73 Vector2 normal; member in struct:android::uirenderer::OutlineData
442 // Compute the last outline vertex to make sure we can get the normal and outline
447 // Take the outline's polygon, calculate the normal for each outline edge.
456 outlineData[currentNormalIndex].normal = ShadowTessellator::calculateNormal(
482 // Generate all the penumbra's vertices only using the (outline vertex + normal * radius)
506 const Vector2& previousNormal = outlineData[preNormalIndex].normal;
507 const Vector2& currentNormal = outlineData[i].normal;
/frameworks/base/core/java/android/text/format/
H A DTimeFormatter.java445 private static String getFormat(int modifier, String normal, String underscore, String dash, argument
455 return normal;
/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;

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