/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
CrossHatch.j3md | 5 Texture2D Texture;
|
Fog.j3md | 6 Texture2D Texture
|
LightScattering.j3md | 5 Texture2D Texture
|
/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainGridTest.java | 26 import com.jme3.texture.Texture; 27 import com.jme3.texture.Texture.WrapMode; 59 // TERRAIN TEXTURE material 63 // regionXColorMap: X = 1..4 the texture that should be appliad to state X 67 // regionX.z: the texture scale for the region 69 // slopeColorMap: the texture to be used for cliffs, and steep mountain sites 70 // slopeTileFactor: the texture scale for slopes 71 // terrainSize: the total size of the terrain (used for scaling the texture) [all...] |
TerrainGridTileLoaderTest.java | 24 import com.jme3.texture.Texture; 25 import com.jme3.texture.Texture.WrapMode; 57 // TERRAIN TEXTURE material 61 // regionXColorMap: X = 1..4 the texture that should be appliad to state X 65 // regionX.z: the texture scale for the region 67 // slopeColorMap: the texture to be used for cliffs, and steep mountain sites 68 // slopeTileFactor: the texture scale for slopes 69 // terrainSize: the total size of the terrain (used for scaling the texture) [all...] |
TerrainTest.java | 50 import com.jme3.texture.Texture; 51 import com.jme3.texture.Texture.WrapMode; 62 * Second is Tri-Planar texture mode. Here the textures are rendered on all 3 axes and 103 // First, we load up our textures and the heightmap texture for the terrain 105 // TERRAIN TEXTURE material 113 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png"); 115 // GRASS texture 116 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg") [all...] |
/external/replicaisland/src/com/replica/replicaisland/ |
OpenGLSystem.java | 53 public static final void bindTexture(int target, int texture) { 54 if (sLastBoundTexture != texture) { 55 sGL.glBindTexture(target, texture); 56 sLastBoundTexture = texture;
|
ScrollableBitmap.java | 27 public ScrollableBitmap(Texture texture, int width, int height) { 28 super(texture, width, height);
|
/external/skia/include/gpu/ |
GrSamplerState.h | 33 * pass. (rasterizing such that texture samples fall exactly halfway 55 * The intepretation of the texture matrix depends on the sample mode. The 56 * texture matrix is applied both when the texture coordinates are explicit 57 * and when vertex positions are used as texture coordinates. In the latter 58 * case the texture matrix is applied to the pre-view-matrix position 62 * The post-matrix texture coordinates are in normalize space with (0,0) at 73 * The angle from the origin of texture coordinates in post-matrix space 86 * Describes how a texture is sampled when coordinates are outside the 87 * texture borde [all...] |
/packages/apps/Camera/jni/feature_mos/src/mosaic_renderer/ |
FrameBuffer.cpp | 52 // Attach texture to frame buffer. 61 if (!checkGlError("texture setup")) { 74 if (!checkGlError("texture generation")) {
|
/packages/apps/LegacyCamera/jni/feature_mos/src/mosaic_renderer/ |
FrameBuffer.cpp | 52 // Attach texture to frame buffer. 59 if (!checkGlError("texture setup")) { 72 if (!checkGlError("texture generation")) {
|
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/ |
MaterialHelper.java | 49 import com.jme3.texture.Image;
50 import com.jme3.texture.Image.Format;
51 import com.jme3.texture.Texture;
52 import com.jme3.texture.Texture.Type;
66 public static final String TEXTURE_TYPE_3D = "Texture";
205 // texture
207 Map<String, Texture> texturesMap = new HashMap<String, Texture>();
210 Texture texture = textureEntry.getValue(); local 350 Texture texture = ((Texture) diffuseMap.getValue()).clone(); local [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
Caps.java | 36 import com.jme3.texture.FrameBuffer; 37 import com.jme3.texture.FrameBuffer.RenderBuffer; 38 import com.jme3.texture.Image; 39 import com.jme3.texture.Image.Format; 40 import com.jme3.texture.Texture; 76 * Supports texture multi-sampling 163 * Supports texture arrays 168 * Supports texture buffers 209 * support for ATI's 3Dc texture compression [all...] |
/external/skia/src/gpu/ |
GrTextContext.cpp | 29 // setup our sampler state for our text texture/atlas 111 texture and mask in the paint. However, computing the inverse can be 244 GrTexture* texture = glyph->fAtlas->texture(); local 245 GrAssert(texture); 247 if (fCurrTexture != texture || fCurrVertex + 4 > fMaxVertices) { 249 fCurrTexture = texture; 295 texture->normalizeFixedX(tx), 296 texture->normalizeFixedY(ty), 297 texture->normalizeFixedX(tx + width) [all...] |
/external/webkit/Source/WebCore/platform/graphics/gpu/ |
Texture.cpp | 35 #include "Texture.h" 50 Texture::Texture(GraphicsContext3D* context, PassOwnPtr<Vector<unsigned int> > tileTextureIds, Format format, int width, int height, int maxTextureSize) 58 Texture::~Texture() 64 static void convertFormat(GraphicsContext3D* context, Texture::Format format, unsigned int* glFormat, unsigned int* glType, bool* swizzle) 68 case Texture::RGBA8: 72 case Texture::BGRA8: 88 PassRefPtr<Texture> Texture::create(GraphicsContext3D* context, Format format, int width, int height [all...] |
Texture.h | 46 class Texture : public RefCounted<Texture> { 48 ~Texture(); 50 static PassRefPtr<Texture> create(GraphicsContext3D*, Format, int width, int height); 57 Texture(GraphicsContext3D*, PassOwnPtr<Vector<unsigned int> > tileTextureIds, Format format, int width, int height, int maxTextureSize);
|
/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
TilesManager.cpp | 118 TileTexture* texture = new TileTexture( local 120 // the atomic load ensures that the texture has been fully initialized 124 android_atomic_acquire_load(reinterpret_cast<int32_t*>(&texture))); 134 TileTexture* texture = new TileTexture( local 136 // the atomic load ensures that the texture has been fully initialized 140 android_atomic_acquire_load(reinterpret_cast<int32_t*>(&texture))); 200 // Clean up the vector of TileTextures and reset the max texture count. 226 TileTexture* texture = m_textures[i]; local 227 if (texture->m_ownTextureId) 232 TileTexture* texture = m_tilesTextures[i] local 258 TileTexture* texture = m_textures[i]; local 315 TileTexture* texture = (*availableTexturePool)[i]; local [all...] |
/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/heightmap/ |
ImageBasedHeightMapGrid.java | 11 import com.jme3.texture.Texture; 62 final Texture texture = assetManager.loadTexture(new TextureKey(name)); local 65 heightmap = new ImageBasedHeightMap(texture.getImage());
|
/external/skia/src/gpu/gl/ |
GrGLTexture.h | 17 * A ref counted tex id that deletes the texture in its destructor. 71 // creates a texture that is also an RT 76 // creates a non-RT texture 97 // Ganesh assumes texture coordinates have their origin 103 // (FBO or externally imported texture) will be updside down
|
/external/webkit/Source/ThirdParty/ANGLE/src/libEGL/ |
Surface.h | 78 // EGLBoolean mipmapTexture; // True if texture has mipmaps 84 // EGLenum textureFormat; // Format of texture: RGB, RGBA, or no texture 85 // EGLenum textureTarget; // Type of texture: 2D or no texture
|
/packages/wallpapers/MusicVisualization/src/com/android/musicvis/vis5/ |
many.rs | 72 0.0f, 1.0f, // texture 74 1.0f, 1.0f, // texture 76 1.0f, 0.0f, // texture 78 0.0f, 0.0f); // texture 88 0.0f, 1.0f, // texture 90 1.0f, 1.0f, // texture 92 1.0f, 0.0f, // texture 94 0.0f, 0.0f); // texture 109 0.0f, 1.0f, // texture 111 1.0f, 1.0f, // texture [all...] |
/sdk/emulator/opengl/tests/ut_renderer/ |
RendererContext.h | 32 GLuint texture; member in struct:PendingCropRect 46 void setActiveTexture(GLenum texture); 48 void setTex2DBind(GLuint texture); 57 void setClientActiveTexture(GLenum texture) { m_clientActiveTexture = texture - GL_TEXTURE0; }
|
/external/jmonkeyengine/engine/src/test/jme3test/helloworld/ |
HelloTerrain.java | 42 import com.jme3.texture.Texture; 43 import com.jme3.texture.Texture.WrapMode; 67 /** 1.2) Add GRASS texture into the red layer (Tex1). */ 68 Texture grass = assetManager.loadTexture( 74 /** 1.3) Add DIRT texture into the green layer (Tex2) */ 75 Texture dirt = assetManager.loadTexture( 81 /** 1.4) Add ROAD texture into the blue layer (Tex3) */ 82 Texture rock = assetManager.loadTexture [all...] |
/sdk/manifmerger/tests/src/com/android/manifmerger/data/ |
56_support_gltext_warning.xml | 2 # Test supports-gl-texture: 38 <supports-gl-texture android:name="some.gl.texture1" /> 39 <supports-gl-texture android:name="some.gl.texture2" /> 70 <!-- this is the same supports-gl-texture than in the main. --> 71 <supports-gl-texture android:name="some.gl.texture1" /> 80 <!-- this is the not same supports-gl-texture than in the main. --> 81 <supports-gl-texture android:name="some.gl.texture3" /> 116 <supports-gl-texture android:name="some.gl.texture1" /> 117 <supports-gl-texture android:name="some.gl.texture2" /> 146 W [ManifestMergerTest2_lib2.xml:4] /manifest/supports-gl-texture missing from ManifestMergerTest0_main.xml [all...] |
/external/jmonkeyengine/engine/src/android/jme3test/android/ |
SimpleTexturedTest.java | 22 import com.jme3.texture.Texture; 54 Texture texture = assetManager.loadTexture(new TextureKey("Interface/Logo/Monkey.jpg")); local 55 Texture textureMonkey = assetManager.loadTexture(new TextureKey("Interface/Logo/Monkey.jpg")); 66 material.setTexture("DiffuseMap", texture); 76 material.setTexture("ColorMap", texture);
|