/frameworks/base/opengl/tests/textures/ |
Android.mk | 5 textures.cpp 13 LOCAL_MODULE:= test-opengl-textures
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/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.
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/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
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/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
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SkGLDevice_SWLayer.cpp | 79 const SkPoint verts[], const SkPoint textures[], 83 draw.drawVertices(vmode, vertexCount, verts, textures, colors, xmode,
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/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).
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/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
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/frameworks/base/opengl/tools/glgen/specs/jsr239/ |
glspec-checks | 4 glDeleteTextures check textures n 8 glGenTextures check textures n
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/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.
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GLES20TriangleRenderer.java | 121 int[] textures = new int[1]; local 122 GLES20.glGenTextures(1, textures, 0); 124 mTextureID = textures[0];
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StaticTriangleRenderer.java | 99 int[] textures = new int[1]; local 100 glGenTextures(1, textures, 0); 102 mTextureID = textures[0];
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TriangleRenderer.java | 72 int[] textures = new int[1]; local 73 gl.glGenTextures(1, textures, 0); 75 mTextureID = textures[0];
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/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);
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/external/quake/quake/src/QW/progs/ |
buttons.qc | 13 self.frame = 1; // use alternate textures 25 self.frame = 0; // use normal textures
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/external/skia/src/core/ |
SkDevice.cpp | 103 const SkPoint verts[], const SkPoint textures[], 107 draw.drawVertices(vmode, vertexCount, verts, textures, colors, xmode,
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/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);
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/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
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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
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/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);
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/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];
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