HomeSort by relevance Sort by last modified time
    Searched full:textures (Results 1 - 25 of 141) sorted by null

1 2 3 4 5 6

  /frameworks/base/opengl/tests/textures/
Android.mk 5 textures.cpp
13 LOCAL_MODULE:= test-opengl-textures
  /packages/apps/Gallery3D/src/com/cooliris/media/
LoadingLayer.java 169 // Start loading textures.
170 int[] textures = PRELOAD_RESOURCES_ASYNC_UNSCALED; local
171 for (int i = 0; i != textures.length; ++i) {
172 view.loadTexture(view.getResource(textures[i], false));
174 textures = PRELOAD_RESOURCES_ASYNC_SCALED;
175 for (int i = 0; i != textures.length; ++i) {
176 view.loadTexture(view.getResource(textures[i]));
182 // Wait for textures to finish loading before fading out.
184 // Request that the view upload all loaded textures.
187 // Determine if all textures have loaded
188 int[] textures = PRELOAD_RESOURCES_ASYNC_SCALED; local
    [all...]
GridDrawables.java 37 // All the resource Textures.
66 // The textures generated from strings.
70 // We first populate the spinner textures.
160 // Regenerate all the textures.
  /external/quake/quake/src/WinQuake/
glqnotes.txt 57 The amount of textures used in the game can have a large impact on performance.
61 There is no way to flush already loaded textures, so it is best to change
63 the textures when you change levels.
65 OpenGL only allows textures to repeat on power of two boundaries (32, 64,
66 128, etc), but software quake had a number of textures that repeated at 24
76 textures to be managed.
79 This causes all textures to have one half the dimensions they otherwise would.
81 textures one quarter the resolution on each axis for REALLY blurry textures.
95 pass instead of two. GLQuake uses two passes, one for the world textures
    [all...]
  /external/quake/quake/src/WinQuake/kit/
README.TXT 57 The amount of textures used in the game can have a large impact on performance.
61 There is no way to flush already loaded textures, so it is best to change
63 the textures when you change levels.
65 OpenGL only allows textures to repeat on power of two boundaries (32, 64,
66 128, etc), but software quake had a number of textures that repeated at 24
76 textures to be managed.
79 This causes all textures to have one half the dimensions they otherwise would.
81 textures one quarter the resolution on each axis for REALLY blurry textures.
95 pass instead of two. GLQuake uses two passes, one for the world textures
    [all...]
  /external/quake/quake/src/QW/docs/
glqwcl-readme.txt 51 The amount of textures used in the game can have a large impact on performance.
55 There is no way to flush already loaded textures, so it is best to change
57 the textures when you change levels.
59 OpenGL only allows textures to repeat on power of two boundaries (32, 64,
60 128, etc), but software quake had a number of textures that repeated at 24
70 textures to be managed.
73 This causes all textures to have one half the dimensions they otherwise would.
75 textures one quarter the resolution on each axis for REALLY blurry textures.
130 This sets the opacity of water textures, so you can see through it in properly
    [all...]
  /frameworks/base/opengl/libagl/
texture.cpp 48 c->textures.packAlignment = 4;
49 c->textures.unpackAlignment = 4;
52 c->textures.defaultTexture = new EGLTextureObject();
53 c->textures.defaultTexture->incStrong(c);
57 bindTextureTmu(c, i, 0, c->textures.defaultTexture);
65 if (c->textures.ggl)
66 gglUninit(c->textures.ggl);
67 c->textures.defaultTexture->decStrong(c);
69 if (c->textures.tmu[i].texture)
70 c->textures.tmu[i].texture->decStrong(c)
    [all...]
  /external/skia/src/gl/
SkGLCanvas.cpp 158 // free the textures in our cache
164 // now free the textures in the font cache
170 // abandon the textures in our cache
176 // abandon the textures in the font cache
SkGLDevice_SWLayer.cpp 79 const SkPoint verts[], const SkPoint textures[],
83 draw.drawVertices(vmode, vertexCount, verts, textures, colors, xmode,
  /external/skia/include/utils/
SkGLCanvas.h 54 /** Call glDeleteTextures for all textures (including those for text)
61 /** Forget all textures without calling delete (including those for text).
  /external/quake/quake/src/WinQuake/docs/
readme.glquake 71 The amount of textures used in the game can have a large impact on performance.
75 There is no way to flush already loaded textures, so it is best to change
77 the textures when you change levels.
79 OpenGL only allows textures to repeat on power of two boundaries (32, 64,
80 128, etc), but software quake had a number of textures that repeated at 24
90 textures to be managed.
93 This causes all textures to have one half the dimensions they otherwise would.
95 textures one quarter the resolution on each axis for REALLY blurry textures.
150 This sets the opacity of water textures, so you can see through it in properly
    [all...]
  /frameworks/base/opengl/tools/glgen/specs/gles11/
checks.spec 6 glDeleteTextures check textures n
10 glGenTextures check textures n
  /frameworks/base/opengl/tools/glgen/specs/jsr239/
glspec-checks 4 glDeleteTextures check textures n
8 glGenTextures check textures n
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
CompressedTextureActivity.java 39 * Demonstrate how to use ETC1 format compressed textures.
41 * textures (compressed offline using the etc1tool), or
42 * textures created on the fly by compressing images.
118 // Test the ETC1Util APIs for reading and writing compressed textures to I/O streams.
GLES20TriangleRenderer.java 121 int[] textures = new int[1]; local
122 GLES20.glGenTextures(1, textures, 0);
124 mTextureID = textures[0];
StaticTriangleRenderer.java 99 int[] textures = new int[1]; local
100 glGenTextures(1, textures, 0);
102 mTextureID = textures[0];
TriangleRenderer.java 72 int[] textures = new int[1]; local
73 gl.glGenTextures(1, textures, 0);
75 mTextureID = textures[0];
  /packages/wallpapers/Basic/src/com/android/wallpaper/galaxy/
GalaxyRS.java 203 final Allocation[] textures = mTextures; local
204 textures[RSID_TEXTURE_SPACE] = loadTexture(R.drawable.space, "TSpace");
205 textures[RSID_TEXTURE_LIGHT1] = loadTexture(R.drawable.light1, "TLight1");
206 textures[RSID_TEXTURE_FLARES] = loadTextureARGB(R.drawable.flares, "TFlares");
208 final int count = textures.length;
210 textures[i].uploadToTexture(0);
  /external/quake/quake/src/QW/progs/
buttons.qc 13 self.frame = 1; // use alternate textures
25 self.frame = 0; // use normal textures
  /external/skia/src/core/
SkDevice.cpp 103 const SkPoint verts[], const SkPoint textures[],
107 draw.drawVertices(vmode, vertexCount, verts, textures, colors, xmode,
  /packages/wallpapers/Basic/src/com/android/wallpaper/grass/
GrassRS.java 350 final Allocation[] textures = mTextures; local
351 textures[0] = loadTexture(R.drawable.night, "TNight");
352 textures[1] = loadTexture(R.drawable.sunrise, "TSunrise");
353 textures[2] = loadTexture(R.drawable.sky, "TSky");
354 textures[3] = loadTexture(R.drawable.sunset, "TSunset");
355 textures[4] = generateTextureAlpha(4, 1, new int[] { 0x00FFFF00 }, "TAa");
357 final int count = textures.length;
359 textures[i].uploadToTexture(0);
  /external/quake/quake/src/QW/client/
glquake2.h 67 #define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
90 struct texture_s *texture; // checked for animating textures
102 texture_t *texture; // corrected for animating textures
glquake.h 113 #define TILE_SIZE 128 // size of textures generated by R_GenTiledSurf
136 struct texture_s *texture; // checked for animating textures
148 texture_t *texture; // corrected for animating textures
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/
LabelMaker.java 82 int[] textures = new int[1]; local
83 gl.glGenTextures(1, textures, 0);
84 mTextureID = textures[0];
108 int[] textures = new int[1]; local
109 textures[0] = mTextureID;
110 gl.glDeleteTextures(1, textures, 0);
  /development/samples/BasicGLSurfaceView/src/com/example/android/basicglsurfaceview/
GLES20TriangleRenderer.java 119 int[] textures = new int[1]; local
120 GLES20.glGenTextures(1, textures, 0);
122 mTextureID = textures[0];

Completed in 594 milliseconds

1 2 3 4 5 6