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  /frameworks/native/opengl/libagl/
texture.cpp 1 /* libs/opengles/texture.cpp
23 #include "texture.h"
33 ogles_context_t* c, int tmu, GLuint texture, const sp<EGLTextureObject>& tex);
50 // each context has a default named (0) texture (not shared)
54 // bind the default texture to each texture unit
57 memset(c->current.texture[i].v, 0, sizeof(vec4_t));
58 c->current.texture[i].Q = 0x10000;
68 if (c->textures.tmu[i].texture)
69 c->textures.tmu[i].texture->decStrong(c)
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/
TextureGeneratorStucci.java 36 import com.jme3.texture.Image;
37 import com.jme3.texture.Image.Format;
38 import com.jme3.texture.Texture;
39 import com.jme3.texture.Texture3D;
45 * This class generates the 'stucci' texture.
61 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
69 if(noisesize<=0.001f) {//the texture goes black if this value is lower than 0.001f
109 //no brightness and contrast needed for stucci (it doesn't affect the texture)
TextureGeneratorClouds.java 37 import com.jme3.texture.Image;
38 import com.jme3.texture.Image.Format;
39 import com.jme3.texture.Texture;
40 import com.jme3.texture.Texture3D;
46 * This class generates the 'clouds' texture.
68 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
72 // reading the data from the texture structure
TextureGeneratorDistnoise.java 38 import com.jme3.texture.Image;
39 import com.jme3.texture.Image.Format;
40 import com.jme3.texture.Texture;
41 import com.jme3.texture.Texture3D;
47 * This class generates the 'distorted noise' texture.
62 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
111 * texture.
TextureGeneratorMusgrave.java 37 import com.jme3.texture.Image;
38 import com.jme3.texture.Image.Format;
39 import com.jme3.texture.Texture;
40 import com.jme3.texture.Texture3D;
46 * This class generates the 'musgrave' texture.
61 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
84 throw new IllegalStateException("Unknown type of musgrave texture: " + stype);
  /external/jmonkeyengine/engine/src/core/com/jme3/post/
HDRRenderer.java 40 import com.jme3.texture.FrameBuffer;
41 import com.jme3.texture.Image;
42 import com.jme3.texture.Image.Format;
43 import com.jme3.texture.Texture;
44 import com.jme3.texture.Texture.MagFilter;
45 import com.jme3.texture.Texture.MinFilter;
46 import com.jme3.texture.Texture2D;
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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Misc/
SimpleTextured.frag 1 #import "Common/ShaderLib/Texture.glsllib"
SolidColor.j3md 8 // Texture of the glowing parts of the material
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/SSAO/
ssao.j3md 6 Texture2D Texture
ssaoBlur.j3md 6 Texture2D Texture
  /external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/heightmap/
ImageHeightmap.java 7 import com.jme3.texture.Image;
  /external/jmonkeyengine/engine/src/test/jme3test/batching/
TestBatchNode.java 41 * A cube with a color "bleeding" through transparent texture. Uses
42 * Texture from jme3-test-data library!
52 * A cube with a color "bleeding" through transparent texture. Uses
53 * Texture from jme3-test-data library!
  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCylinder.java 40 import com.jme3.texture.Texture;
57 Texture tex = assetManager.loadTexture(key);
58 tex.setMinFilter(Texture.MinFilter.Trilinear);
  /external/skia/src/gpu/gl/
GrGLRenderTarget.h 37 // creates a GrGLRenderTarget associated with a texture
42 GrGLTexture* texture);
55 // texture-rendertarget is multisampled, and different IDs when
59 // FBO ID that has texture ID attached.
  /frameworks/base/cmds/bootanimation/
BootAnimation.h 53 struct Texture {
81 status_t initTexture(Texture* texture, AssetManager& asset, const char* name);
90 Texture mAndroid[2];
  /packages/apps/Gallery2/src/com/android/gallery3d/ui/
ExtTexture.java 22 // ExtTexture is a texture whose content comes from a external texture.
49 // Set texture parameters.
86 // we cannot free the texture because we have no backup.
  /cts/tests/src/android/opengl/cts/
CompressedTextureLoader.java 49 public static class Texture {
50 public Texture(int width, int height, int internalformat, ByteBuffer data,
60 * Get the width of the texture in pixels.
61 * @return the width of the texture in pixels.
66 * Get the height of the texture in pixels.
67 * @return the width of the texture in pixels.
72 * Get the compressed data of the texture.
73 * @return the texture data.
78 * Get the format of the texture.
84 * Get the format of the texture
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  /external/jmonkeyengine/engine/src/test/jme3test/water/
TestPostWater.java 31 import com.jme3.texture.Texture;
32 import com.jme3.texture.Texture.WrapMode;
33 import com.jme3.texture.Texture2D;
203 /** Uses Texture from jme3-test-data library! */
206 mat_red.setTexture("Texture", assetManager.loadTexture("Effects/Explosion/flame.png"));
210 fire.setImagesY(2); // 2x2 texture animation
231 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
232 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg")
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  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestDepthOfField.java 21 import com.jme3.texture.Texture;
22 import com.jme3.texture.Texture.WrapMode;
143 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
144 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
148 Texture dirt = assetManager.loadTexture("Textures/Terrain/splat/dirt.jpg");
152 Texture rock = assetManager.loadTexture("Textures/Terrain/splat/road.jpg");
156 Texture normalMap0 = assetManager.loadTexture("Textures/Terrain/splat/grass_normal.jpg");
158 Texture normalMap1 = assetManager.loadTexture("Textures/Terrain/splat/dirt_normal.png")
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  /external/quake/quake/src/QW/docs/
glqwcl-readme.txt 14 texture objects extensions, but unless it is very powerfull hardware that
49 texture options
68 that have either worse texture management or slower texture swapping speeds,
79 Each player in a deathmatch requires an individual skin texture, so this can
80 be a serious problem for texture management. It wouldn't be unreasonable to
90 Sets texture mapping to point sampled, which may be faster on some GL systems
94 This is the default texture mode.
97 This is the highest quality texture mapping (trilinear), but only very high
140 This changes one particular texture (the stained glass texture in the EASY
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  /external/skia/src/gpu/
SkGpuDevice.cpp 37 // we use the same texture slot on GrPaint for bitmaps and shaders
63 GrTexture** texture) {
64 GrAssert(texture);
65 *texture = this->set(device, bitmap, sampler);
74 if (fTex.texture()) {
78 GrTexture* texture = (GrTexture*)bitmap.getTexture(); local
79 if (texture) {
80 // return the native texture
85 texture = fTex.texture();
537 GrTexture* texture = act->set(this, bitmap, sampler); local
1074 GrTexture* texture = ast.texture(); local
1445 GrTexture* texture; local
1510 GrTexture* texture; local
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  /frameworks/native/include/gui/
SurfaceTexture.h 58 // name of the OpenGL ES texture to which images are to be streamed.
60 // enabled. texTarget specifies the OpenGL ES texture target to which the
61 // texture will be bound in updateTexImage. useFenceSync specifies whether
87 // updateTexImage sets the image contents of the target texture to that of
91 // target texture belongs is bound to the calling thread.
99 // getTransformMatrix retrieves the 4x4 texture coordinate transform matrix
100 // associated with the texture image set by the most recent call to
103 // This transform matrix maps 2D homogeneous texture coordinates of the form
104 // (s, t, 0, 1) with s and t in the inclusive range [0, 1] to the texture
105 // coordinate that should be used to sample that location from the texture
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  /development/samples/ApiDemos/src/com/example/android/apis/graphics/
CompressedTextureActivity.java 48 * Choose between creating a compressed texture on the fly or
49 * loading a compressed texture from a resource.
53 * When creating a compressed texture on the fly, choose
86 * Demonstrate how to load a compressed texture from an APK resource.
91 Log.w(TAG, "ETC1 texture support: " + ETC1Util.isETC1Supported());
97 Log.w(TAG, "Could not load texture: " + e);
109 * Demonstrate how to create a compressed texture on the fly.
126 Log.w(TAG, "Could not load texture: " + e);
  /external/replicaisland/src/com/replica/replicaisland/
DrawableObject.java 51 // Override to allow drawables to be sorted by texture.
52 public Texture getTexture() {
  /external/skia/include/gpu/
GrUserConfig.h 25 * To diagnose texture cache performance, define this to 1 if you want to see
26 * a log statement everytime we upload an image to create a texture.

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