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  /external/neven/Embedded/common/src/b_TensorEm/
Flt16Alt2D.h 103 /** creates rotation alt */
112 /** creates rigid alt (scale & rotation) */
118 /** creates rigid alt (scale & rotation) that mapps vecIn1 and vecIn2 to vecOut1 and vecOut2*/
  /frameworks/base/docs/html/guide/topics/graphics/
view-animation.jd 9 calculates the animation with information such as the start point, end point, size, rotation, and
13 <p>A tween animation can perform a series of simple transformations (position, size, rotation,
31 change, starting angle and ending angle for rotation, and so on), and also a set of common
  /frameworks/base/libs/rs/scriptc/
rs_quaternion.rsh 95 * Loads a quaternion that represents a rotation about an arbitrary unit vector
115 * Loads a quaternion that represents a rotation about an arbitrary vector
220 * Computes rotation matrix from the normalized quaternion
  /frameworks/base/tests/RenderScriptTests/PerfTest/src/com/android/perftest/
torus_test.rs 126 // Apply a rotation to our mesh
205 // Apply a rotation to our mesh
234 // Apply a rotation to our mesh
  /prebuilt/sdk/14/renderscript/include/
rs_quaternion.rsh 95 * Loads a quaternion that represents a rotation about an arbitrary unit vector
115 * Loads a quaternion that represents a rotation about an arbitrary vector
220 * Computes rotation matrix from the normalized quaternion
  /system/core/include/system/
camera.h 97 * Set the clockwise rotation of preview display (setPreviewDisplay) in
101 * before the rotation, that is, the image is reflected along the central
181 * sensor sees. The direction is not affected by the rotation or mirroring
  /external/collada/include/1.4/dom/
domRotate.h 20 * the axis of rotation.
domSkew.h 20 * the axis of rotation and the axis of translation.
  /external/qemu/android/
android.h 76 /* framebuffer rotation, relative to device */
  /external/webkit/Source/WebCore/rendering/svg/
SVGTextFragment.h 72 // Includes rotation/glyph-orientation-(horizontal|vertical) transforms, as well as orientation related shifts
  /frameworks/base/docs/html/resources/tutorials/opengl/
opengl-es10.jd 405 <p>To add rotation to your triangle:</p>
414 // Create a rotation for the triangle
437 Before you do that, however, you'll modify the renderer class to expose the rotation angle of the
445 your {@code HelloOpenGLES10SurfaceView} class is able to pass new rotation values your renderer:
453 // Create a rotation for the triangle (Boring! Comment this out:)
457 // Use the mAngle member as the rotation value
470 member so you have a handle to pass in rotation input and set the render mode to {@link
503 // reverse direction of rotation above the mid-line
508 // reverse direction of rotation to left of the mid-line
  /frameworks/base/include/private/media/
VideoFrame.h 123 int32_t mRotationAngle; // rotation angle, clockwise
  /frameworks/base/media/jni/mediaeditor/
VideoEditorMain.h 74 M4OSA_UInt32 videoRotationDegree; /* Video rotation degree */
  /packages/apps/Camera/src/com/android/camera/ui/
RotateLayout.java 37 // changed. The view looks fine in landscape. After rotation, the view
  /packages/apps/Gallery2/src/com/android/gallery3d/data/
MediaItem.java 66 // The rotation of the full-resolution image. By default, it returns the value of
  /packages/apps/Settings/src/com/android/settings/bluetooth/
DevicePickerFragment.java 54 mStartScanOnResume = (savedInstanceState == null); // don't start scan after rotation
  /development/tools/emulator/skins/HVGA/
layout 401 dpad-rotation 3
419 rotation 3
  /development/tools/emulator/skins/QVGA/
layout 396 dpad-rotation 3
415 rotation 3
  /development/tools/emulator/skins/WQVGA400/
layout 396 dpad-rotation 3
414 rotation 3
  /development/tools/emulator/skins/WQVGA432/
layout 396 dpad-rotation 3
414 rotation 3
  /development/tools/emulator/skins/WVGA800/
layout 397 dpad-rotation 3
415 rotation 3
  /development/tools/emulator/skins/WVGA854/
layout 397 dpad-rotation 3
415 rotation 3
  /external/jpeg/
transupp.h 46 JXFORM_ROT_90, /* 90-degree clockwise rotation */
47 JXFORM_ROT_180, /* 180-degree rotation */
  /external/mesa3d/docs/OLD/
MESA_sprite_point.spec 70 4. What about sprite rotation?
75 effectively specify image rotation per point.
  /external/opencv/cv/src/
cvgeometry.cpp 376 /* Find Givens rotation Q_x for x axis (left multiplication). */
395 /* Find Givens rotation for y axis. */
414 /* Find Givens rotation for z axis. */
441 // rotate around z for 180 degree, i.e. a rotation matrix of
456 // rotate around y for 180 degree, i.e. a rotation matrix of
477 // rotate around x for 180 degree, i.e. a rotation matrix of
552 CV_ERROR(CV_StsUnmatchedSizes, "Size of calibration and rotation matrices must be 3x3!");
577 /* Compute calibration and rotation matrices via RQ decomposition. */

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