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  /external/quake/quake/src/WinQuake/
cl_parse.cpp 338 int skin; local
420 skin = MSG_ReadByte();
422 skin = ent->baseline.skin;
423 if (skin != ent->skinnum) {
424 ent->skinnum = skin;
434 ent->skinnum = ent->baseline.skin;
498 ent->baseline.skin = MSG_ReadByte();
684 ent->skinnum = ent->baseline.skin;
gl_model.cpp 1360 void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight )
1362 byte fillcolor = *skin; // assume this is the pixel to fill
1383 //printf( "not filling skin from %d to %d\n", fillcolor, filledcolor );
1394 byte *pos = &skin[x + skinwidth * y];
1402 skin[x + skinwidth * y] = fdc;
1417 byte *skin; local
1423 skin = (byte *)(pskintype + 1);
1433 Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
1450 // animating skin group. yuck.
1460 Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight )
    [all...]
gl_rmisc.cpp 237 Translates a skin texture by the per-player color lookup
279 // locate the original skin pixels
291 Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
glqnotes.txt 85 Each player in a deathmatch requires an individual skin texture, so this can
89 will take effect as soon as a player changes their skin colors.
  /external/skia/src/views/
SkScrollBarView.cpp 122 total = 1; // avoid divide-by-zero. should be done by skin/script
SkWidgetViews.cpp 53 SkDEBUGF(("init_skin_anim: loading skin failed <%s>\n", path));
59 SkDEBUGF(("init_skin_anim: decoding skin failed <%s>\n", path));
  /external/qemu/android/
main.c 43 #include "android/skin/image.h"
44 #include "android/skin/trackball.h"
45 #include "android/skin/keyboard.h"
46 #include "android/skin/file.h"
47 #include "android/skin/window.h"
48 #include "android/skin/keyset.h"
97 /* the default device DPI if none is specified by the skin
396 /* register as a framebuffer clients for all displays defined in the skin file */
957 /* list of skin aliases */
1022 /* Support skin aliases like QVGA-H QVGA-P, etc..
    [all...]
help.c 7 #include "android/skin/keyset.h"
342 " CHANGE_LAYOUT_PREV Keypad_7,Ctrl-J # switch to a previous skin layout\n"
628 " for emulator skins. each skin must be a subdirectory of <dir>. by default\n"
631 " the '-skin <name>' option is required when -skindir is used.\n"
639 " use '-skin <skin>' to specify an emulator skin, each skin corresponds to\n"
641 " and is stored as subdirectory <skin> of the skin root directory\n
    [all...]
  /sdk/sdkmanager/libs/sdkuilib/src/com/android/sdkuilib/internal/widgets/
AvdStartDialog.java 120 l.setText("Skin:");
385 * <p/>If an emulator with the same skin was already launched, scaled, the size used is reused.
414 * Finds the skin resolution and sets it in {@link #mSize1} and {@link #mSize2}.
431 // The resolution is inside the layout file of the skin.
434 // path to the skin layout file.
  /external/qemu/hw/
goldfish_events_device.c 209 * in android/skin/trackball.c and android/skin/window.c
337 * the skin.
  /sdk/sdkmanager/app/src/com/android/sdkmanager/
SdkCommandLine.java 65 public static final String KEY_SKIN = "skin";
146 "Skin of the new AVD", null);
312 /** Helper to retrieve the --skin value. */
  /external/qemu/android/skin/
surface.h 15 #include "android/skin/region.h"
surface.c 12 #include "android/skin/surface.h"
13 #include "android/skin/argb.h"
150 D( "not enough memory to allocate new skin surface !" );
  /external/quake/quake/src/QW/docs/
glqwcl-readme.txt 79 Each player in a deathmatch requires an individual skin texture, so this can
83 will take effect as soon as a player changes their skin colors.
  /external/quake/quake/src/QW/client/
gl_model.c 1385 void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight )
1387 byte fillcolor = *skin; // assume this is the pixel to fill
1408 //printf( "not filling skin from %d to %d\n", fillcolor, filledcolor );
1419 byte *pos = &skin[x + skinwidth * y];
1427 skin[x + skinwidth * y] = fdc;
1441 byte *skin; local
1446 skin = (byte *)(pskintype + 1);
1456 Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
1463 Sys_Error ("Player skin too large");
1475 // animating skin group. yuck
    [all...]
r_alias.c 572 Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum);
583 pskindesc->skin);
606 r_affinetridesc.pskin = (void *)((byte *)paliashdr + pskindesc->skin);
615 if (!currententity->scoreboard->skin)
617 base = Skin_Cache (currententity->scoreboard->skin);
  /frameworks/base/docs/html/guide/developing/tools/
avd.jd 58 <li>Other options.&nbsp;&nbsp;You can specify the emulator skin you want to use
113 the emulator skin to use, or set a custom location for the AVD's files.</p>
441 <td>List all known AVDs, with name, path, target, and skin. </td>
483 <td>The skin to use for this AVD, identified by name or dimensions.</td>
484 <td>The <code>android</code> tool scans for a matching skin by name or dimension in the
  /sdk/sdkmanager/libs/sdklib/src/com/android/sdklib/
SdkManager.java 55 private final static String ADDON_DEFAULT_SKIN = "skin";
525 // get the default skin, or take it from the base platform if needed.
671 * Parses the skin folder and builds the skin list.
672 * @param osPath The path of the skin root folder.
SdkConstants.java 89 /** Skin layout file */
223 /** Path of the skin directory relative to a platform or addon folder.
277 /** Skin default **/
  /external/quake/quake/src/QW/server/
sv_ents.c 362 if (ent->v.skin)
426 MSG_WriteByte (msg, ent->v.skin);
506 state->skinnum = ent->v.skin;
  /external/quake/quake/src/QW/
Makefile.Linux 265 $(BUILDDIR)/client/skin.o \
467 $(BUILDDIR)/client/skin.o : $(CLIENT_DIR)/skin.c
586 $(BUILDDIR)/glclient/skin.o \
697 $(BUILDDIR)/glclient/skin.o : $(CLIENT_DIR)/skin.c
qwchangelog.txt 208 - made all skin downloads go into QW
238 - fixed tolerance on corrupt skin files
  /external/quake/quake/src/WinQuake/docs/
readme.glquake 99 Each player in a deathmatch requires an individual skin texture, so this can
103 will take effect as soon as a player changes their skin colors.
  /external/quake/quake/src/WinQuake/kit/
README.TXT 85 Each player in a deathmatch requires an individual skin texture, so this can
89 will take effect as soon as a player changes their skin colors.
  /frameworks/base/docs/html/sdk/
tools-notes.jd 169 skin name specified.</li>
233 the emulator skin, screen size/density, and scale factor used when launching

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