Searched defs:poly (Results 1 - 5 of 5) sorted by relevance
/frameworks/base/libs/hwui/ |
H A D | ShadowTessellator.cpp | 119 * @param poly The polygon, which is represented in a Vector2 array. 123 Vector2 ShadowTessellator::centroid2d(const Vector2* poly, int polyLength) { argument 129 double x1 = poly[p1].x; 130 double y1 = poly[p1].y; 131 double x2 = poly[p2].x; 132 double y2 = poly[p2].y; 140 Vector2 centroid = poly[0]; 150 // Make sure p1 -> p2 is going CW around the poly.
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H A D | SpotShadow.cpp | 236 * @param poly The in and out polyogon as a Vector2 array. 240 void SpotShadow::sort(Vector2* poly, int polyLength, const Vector2& center) { argument 241 quicksortCirc(poly, 0, polyLength - 1, center); 283 * @param poly the polygon 284 * @return true if the testPoint is inside the poly. 287 const Vector2* poly, int len) { 292 float startX = poly[j].x; 293 float startY = poly[j].y; 294 float endX = poly[i].x; 295 float endY = poly[ 286 testPointInsidePolygon(const Vector2 testPoint, const Vector2* poly, int len) argument 392 createSpotShadow(bool isCasterOpaque, const Vector3& lightCenter, float lightSize, const Vector3* poly, int polyLength, const Vector3& polyCentroid, VertexBuffer& shadowTriangleStrip) argument 852 generateTriangleStrip(bool isCasterOpaque, float shadowStrengthScale, Vector2* penumbra, int penumbraLength, Vector2* umbra, int umbraLength, const Vector3* poly, int polyLength, VertexBuffer& shadowTriangleStrip, const Vector2& centroid) argument 1044 dumpPolygon(const Vector2* poly, int polyLength, const char* polyName) argument 1053 dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) argument [all...] |
/frameworks/av/media/libstagefright/ |
H A D | MPEG2TSWriter.cpp | 985 uint32_t poly = 0x04C11DB7; local 990 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 | 40 #include "poly.h" 137 Poly poly; local 138 float* pDest = & poly.vert[0].sx; 140 poly.n = 3; 144 result = poly_clip_to_frustum(&poly);
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