Searched refs:normal (Results 1 - 7 of 7) sorted by relevance
/frameworks/native/opengl/libagl/ |
H A D | array.cpp | 111 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 D | context.h | 202 array_t normal; member in struct:android::gl::array_machine_t
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H A D | light.cpp | 353 // 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));
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/frameworks/base/libs/hwui/ |
H A D | PathTessellator.cpp | 81 * 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 D | SpotShadow.cpp | 68 * 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;
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/frameworks/base/core/java/android/text/format/ |
H A D | TimeFormatter.java | 445 private static String getFormat(int modifier, String normal, String underscore, String dash, argument 455 return normal;
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/frameworks/base/docs/html/reference/renderscript/ |
H A D | doxygen.css | 90 font-weight: normal; 309 font-weight: normal; 386 font-weight: normal; 486 font-style: normal; 610 font-style: normal;
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