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/external/fonttools/Lib/fontTools/ttLib/tables/
D_g_l_y_f.py274 ("x", self.coordinates[j][0]),
275 ("y", self.coordinates[j][1]),
292 coordinates = GlyphCoordinates()
300 coordinates.append((safeEval(attrs["x"]), safeEval(attrs["y"])))
304 self.coordinates = coordinates
306 self.endPtsOfContours = [len(coordinates)-1]
308 self.coordinates.extend (coordinates)
310 self.endPtsOfContours.append(len(self.coordinates)-1)
347 return len(self.coordinates), len(self.endPtsOfContours)
385 self.coordinates = coordinates = GlyphCoordinates.zeros(nCoordinates)
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/external/apache-commons-math/src/main/java/org/apache/commons/math/stat/clustering/
DEuclideanIntegerPoint.java109 final int[] coordinates = getPoint(); in toString() local
110 for (int i = 0; i < coordinates.length; i++) { in toString()
111 buff.append(coordinates[i]); in toString()
112 if (i < coordinates.length - 1) { in toString()
/external/mesa3d/src/gallium/docs/source/
Dresources.rst72 1D surface accessed with normalized coordinates.
81 - Must use normalized coordinates
95 - Must use unnormalized coordinates
102 D3D11: not supported (only PIPE_TEXTURE_2D with normalized coordinates is supported)
106 2D surface accessed with normalized coordinates.
114 - Must use normalized coordinates
131 Mipmap dimensions are reduced in all 3 coordinates.
135 - Must use normalized coordinates
161 - Must use normalized coordinates
/external/mesa3d/docs/OLD/
DMESA_sprite_point.spec53 texture coordinates. The r and q coordinates may have been computed
74 texture and appropriate texture r coordinates could be used to
125 texture coordinates are computed as follows:
134 point's 3rd and 4th texture coordinates and r is half the point's
/external/chromium-trace/catapult/tracing/docs/
Dcoordinate-systems.md19 Internally the canvas has the _world_ coordinates.
21 The _world_ coordinates completely enclose the boxes we may draw, plus some
27 The _world_ coordinates are scaled by several factors:
44 The _deviceViewportRect_ is the visible browser window in _world_ coordinates.
/external/opencv3/doc/py_tutorials/py_imgproc/py_contours/py_contours_begin/
Dpy_contours_begin.markdown38 Numpy array of (x,y) coordinates of boundary points of the object.
74 coordinates of the boundary of a shape. But does it store all the coordinates ? That is specified by
83 Below image of a rectangle demonstrate this technique. Just draw a circle on all the coordinates in
/external/deqp/doc/testspecs/GLES2/
Dfunctional.vertex_arrays.multiple_attributes.txt36 as coordinates and must have two or more components to form distinct coordinates.
37 First two components are coordinates and six subsequent attributes form two triangles
Dfunctional.vertex_arrays.single_attribute.txt42 have two or more components to form distinct coordinates. First two components
43 are coordinates and six subsequent attributes form two triangles which define a
/external/deqp/doc/testspecs/GLES3/
Dfunctional.vertex_arrays.multiple_attributes.txt36 as coordinates and must have two or more components to form distinct coordinates.
37 First two components are coordinates and six subsequent attributes form two triangles
Dfunctional.vertex_arrays.single_attribute.txt45 have two or more components to form distinct coordinates. First two components
46 are coordinates and six subsequent attributes form two triangles which define a
/external/opencv3/doc/py_tutorials/py_gui/py_drawing_functions/
Dpy_drawing_functions.markdown26 To draw a line, you need to pass starting and ending coordinates of line. We will create a black
47 To draw a circle, you need its center coordinates and radius. We will draw a circle inside the
65 To draw a polygon, first you need coordinates of vertices. Make those points into an array of shape
85 - Position coordinates of where you want put it (i.e. bottom-left corner where data starts).
/external/mesa3d/src/gallium/docs/source/cso/
Dsampler.rst9 Texture coordinates are always treated as four-dimensional, and referred to
84 If set, the incoming texture coordinates (nominally in the range [0,1])
94 the texture coordinates and/or the fragment shader TEX/TXB/TXL
102 Color union used for texel coordinates that are outside the [0,width-1],
/external/deqp/framework/referencerenderer/
Ddesign.txt76 + coordinates after viewport transform
85 + base coordinates
/external/opencv3/doc/tutorials/highgui/raster-gdal/
Draster_io_gdal.markdown18 - Given the corner coordinates of both the image and DEM, correllate the elevation data to the
64 ### Finding the corner coordinates
66 One easy method to find the corner coordinates of an image is to use the command-line tool gdalinfo.
/external/opencv3/doc/tutorials/highgui/
Dintelperc.markdown27 the range of 0-1, representing the mapping of depth coordinates to the color
28 coordinates. (CV_32FC2)
/external/opencv3/samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/
DSimpleVertexShader.hlsl35 // Store the texture coordinates for the pixel shader.
/external/opencv3/samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/
DSimpleVertexShader.hlsl35 // Store the texture coordinates for the pixel shader.
/external/pdfium/xfa/src/fxbarcode/qrcode/
DBC_QRCoderMatrixUtil.cpp449 int32_t const* coordinates = in MaybeEmbedPositionAdjustmentPatterns() local
454 int32_t y = coordinates[i]; in MaybeEmbedPositionAdjustmentPatterns()
455 int32_t x = coordinates[j]; in MaybeEmbedPositionAdjustmentPatterns()
/external/autotest/client/site_tests/ui_SettingsPage/
Dcontrol.link26 mask_points is two coordinates [x, y, x, y]. The top left and bottom right of
/external/opencv3/doc/py_tutorials/py_imgproc/py_contours/py_contour_properties/
Dpy_contour_properties.markdown80 coordinates in **(row, column)** format, while OpenCV gives coordinates in **(x,y)** format. So
/external/webrtc/webrtc/api/objc/
DRTCOpenGLVideoRenderer.mm48 // Vertex shader doesn't do anything except pass coordinates through.
124 // coordinates is equivalent to drawing to the entire screen. The texture is
125 // stretched over that square using texture coordinates (u, v) that range
126 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
/external/autotest/client/site_tests/ui_SystemTray/
Dcontrol.user.link28 mask_points is two coordinates [x, y, x, y]. The top left and bottom right of
/external/webrtc/talk/app/webrtc/objc/
DRTCOpenGLVideoRenderer.mm69 // Vertex shader doesn't do anything except pass coordinates through.
145 // coordinates is equivalent to drawing to the entire screen. The texture is
146 // stretched over that square using texture coordinates (u, v) that range
147 // from (0, 0) to (1, 1) inclusive. Texture coordinates are flipped vertically
/external/fonttools/Lib/fontTools/ttLib/
D__init__.py724 coordinates, endPts, flags = glyph.getCoordinates(glyfTable)
726 coordinates = coordinates + (offset, 0)
730 contour = coordinates[start:end].tolist()
/external/webrtc/webrtc/modules/desktop_capture/mac/
Ddesktop_configuration.mm50 // Inverts the position of |rect| from bottom-up coordinates to top-down,
116 // Cocoa uses bottom-up coordinates, so if the caller wants top-down then

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