Searched refs:TEXCOORD_ARRAY (Results 1 - 4 of 4) sorted by relevance
/external/swiftshader/third_party/PowerVR_SDK/Tools/OGLES2/ |
H A D | PVRTBackground.cpp | 24 const int TEXCOORD_ARRAY = 1; variable 157 // Bind the custom vertex attribute "myUV" to location TEXCOORD_ARRAY 158 glBindAttribLocation(m_pAPI->m_ui32ProgramObject, TEXCOORD_ARRAY, "myUV"); 243 glEnableVertexAttribArray(TEXCOORD_ARRAY); 244 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, 0, (const void*) (8 * sizeof(float))); 250 glDisableVertexAttribArray(TEXCOORD_ARRAY);
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/ |
H A D | OGLES3ColourGrading.cpp | 55 const int TEXCOORD_ARRAY = 1; variable 713 glEnableVertexAttribArray(TEXCOORD_ARRAY); 717 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (4 * sizeof(GLfloat))); 730 glDisableVertexAttribArray(TEXCOORD_ARRAY); 782 glEnableVertexAttribArray(TEXCOORD_ARRAY); 786 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, m_ui32VertexStride, (void*) (4 * sizeof(GLfloat))); 806 glDisableVertexAttribArray(TEXCOORD_ARRAY); 837 glEnableVertexAttribArray(TEXCOORD_ARRAY); 842 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData); 850 glDisableVertexAttribArray(TEXCOORD_ARRAY); [all...] |
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/ |
H A D | OGLES2DisplacementMap.cpp | 28 #define TEXCOORD_ARRAY 2
macro 555 glEnableVertexAttribArray(TEXCOORD_ARRAY);
598 glDisableVertexAttribArray(TEXCOORD_ARRAY);
629 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, pMesh->psUVW[0].nStride, pMesh->psUVW[0].pData);
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/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/ |
H A D | OGLES2ChameleonMan.cpp | 37 VERTEX_ARRAY, NORMAL_ARRAY, TANGENT_ARRAY, BINORMAL_ARRAY, TEXCOORD_ARRAY, BONEWEIGHT_ARRAY, BONEINDEX_ARRAY, eNumAttribs }; enumerator in enum:EVertexAttrib 787 glVertexAttribPointer(TEXCOORD_ARRAY, 2, GL_FLOAT, GL_FALSE, Mesh.psUVW[0].nStride, Mesh.psUVW[0].pData);
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