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  /external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
HeightBasedTerrain.j3md 4 // regionXColorMap: X = 1..4 the texture that should be appliad to state X
8 // regionX.z: the texture scale for the region
10 // slopeColorMap: the texture to be used for cliffs, and steep mountain sites
11 // slopeTileFactor: the texture scale for slopes
12 // terrainSize: the total size of the terrain (used for scaling the texture)
TerrainLighting.j3md 27 // Texture map #0
32 // Texture map #1
37 // Texture map #2
42 // Texture map #3
47 // Texture map #4
52 // Texture map #5
57 // Texture map #6
62 // Texture map #7
67 // Texture map #8
72 // Texture map #9
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  /frameworks/base/libs/hwui/
Texture.h 26 * Represents an OpenGL texture.
28 struct Texture {
29 Texture() {
90 * Name of the texture.
98 * Indicates whether the texture requires blending.
110 * Indicates whether this texture should be cleaned up after use.
119 * Last wrap modes set on this texture. Defaults to GL_CLAMP_TO_EDGE.
125 * Last filters set on this texture. Defaults to GL_NEAREST.
133 }; // struct Texture
137 AutoTexture(const Texture* texture): mTexture(texture) {
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Layer.h 30 #include "Texture.h"
45 * A layer has dimensions and is backed by an OpenGL texture or FBO.
55 texture.width = layerWidth;
56 texture.height = layerHeight;
70 * texture coordinates.
77 const float texX = 1.0f / float(texture.width);
78 const float texY = 1.0f / float(texture.height);
97 return texture.width;
101 return texture.height;
105 texture.width = width
276 Texture texture; member in struct:android::uirenderer::Layer
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  /external/mesa3d/docs/
MESA_texture_array.spec 54 texture applied to it. If the transition is from beach sand to
55 grass to rocks to snow, the application will store each texture
56 in a different texture map, and dynamically select which two
63 involve using a separate texture unit for each texture map or using 3D
67 drawbacks of both previous methods. A new texture target,
73 same for all levels of detail. The texture then becomes an array of
74 2D textures. The per-fragment texel is selected by the R texture
89 uint texture, int level, int layer);
153 "<zoffset>" to include layers of an array texture.
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  /frameworks/base/opengl/java/android/opengl/
ETC1Util.java 32 * Convenience method to load an ETC1 texture whether or not the active OpenGL context
33 * supports the ETC1 texture compression format.
34 * @param target the texture target.
35 * @param level the texture level
37 * @param fallbackFormat the format to use if ETC1 texture compression is not supported.
39 * @param fallbackType the type to use if ETC1 texture compression is not supported.
42 * @param input the input stream containing an ETC1 texture in PKM format.
52 * Convenience method to load an ETC1 texture whether or not the active OpenGL context
53 * supports the ETC1 texture compression format.
54 * @param target the texture target
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  /external/jmonkeyengine/engine/src/tools/jme3tools/optimize/
TextureAtlas.java 44 import com.jme3.texture.Image;
45 import com.jme3.texture.Image.Format;
46 import com.jme3.texture.Texture;
47 import com.jme3.texture.Texture2D;
61 * <b><code>TextureAtlas</code></b> allows combining multiple textures to one texture atlas.
66 * a Texture to be used further in materials.</p>
69 * textures (other map names) have to reference a texture of the master map to position the texture
70 * on the secondary map. This is necessary as the maps share texture coordinates and thus need to b
549 Texture texture = param.getTextureValue(); local
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/
TextureBlenderDDS.java 12 import com.jme3.texture.Image;
13 import com.jme3.texture.Image.Format;
14 import com.jme3.texture.Texture;
15 import com.jme3.texture.Texture2D;
16 import com.jme3.texture.Texture3D;
20 * The class that is responsible for blending the following texture types:
32 public Texture blend(float[] materialColor, Texture texture, float[] color, float affectFactor, int blendType, boolean neg, BlenderContext blenderContext) {
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TextureBlenderAWT.java 9 import com.jme3.texture.Image;
10 import com.jme3.texture.Texture;
11 import com.jme3.texture.Texture2D;
12 import com.jme3.texture.Texture3D;
13 import com.jme3.texture.Image.Format;
17 * The class that is responsible for blending the following texture types:
42 public Texture blend(float[] materialColor, Texture texture, float[] color, float affectFactor, int blendType, boolean neg, BlenderContext blenderContext) {
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  /external/jmonkeyengine/engine/src/blender/com/jme3/asset/
GeneratedTextureKey.java 7 * texture will have this kind of key attached.
17 * the name of the texture
35 return "Generated texture [" + name + "]";
  /frameworks/base/docs/html/guide/topics/manifest/
supports-gl-texture-element.jd 1 page.title=&lt;supports-gl-texture&gt;
11 &lt;supports-gl-texture android:<a href="#name">name</a>="<em>string</em>" /&gt;
24 style="color:#669999;">&lt;supports-gl-texture&gt;</code> elements</p>
26 to the texture compression formats that they support, to ensure that
28 properly. Developers can use texture compression filtering
32 Google Play uses <code>&lt;supports-gl-texture&gt;</code> elements as
33 the basis for filtering, please read <a href="#market-texture-filtering">Google
34 Play and texture compression filtering</a>, below.</p>
39 <dd>Declares a single GL texture compression format that is supported by
42 <p>An application "supports" a GL texture compression format if it is capable o
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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/
HGaussianBlur.j3md 5 Texture2D Texture
VGaussianBlur.j3md 5 Texture2D Texture
  /external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/
FXAA.j3md 4 Texture2D Texture
  /external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/
NiftyTex.j3md 4 Texture2D Texture
  /external/jmonkeyengine/engine/src/test/jme3test/texture/
UnshadedArray.j3md 10 // Texture of the glowing parts of the material
17 VertexShader GLSL100: jme3test/texture/UnshadedArray.vert
18 FragmentShader GLSL100: jme3test/texture/UnshadedArray.frag
53 VertexShader GLSL100: Cjme3test/texture/UnshadedArray.vert
TestTexture3DLoading.java 5 package jme3test.texture;
15 import com.jme3.texture.Texture;
33 Material material = new Material(assetManager, "jme3test/texture/tex3DThumb.j3md");
38 Texture t = assetManager.loadTexture(key);
47 material.setTexture("Texture", t);
TestTexture3D.java 5 package jme3test.texture;
18 import com.jme3.texture.Image;
19 import com.jme3.texture.Image.Format;
20 import com.jme3.texture.Texture;
21 import com.jme3.texture.Texture3D;
57 //apply new texture coordinates
62 //create geometry, and apply material and our 3D texture
64 Material material = new Material(assetManager, "jme3test/texture/tex3D.j3md");
66 Texture texture = this.getTexture() local
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  /packages/wallpapers/MusicVisualization/src/com/android/musicvis/vis4/
vu.rs 57 0.0f, 1.0f, // texture
59 1.0f, 1.0f, // texture
61 1.0f, 0.0f, // texture
63 0.0f, 0.0f); // texture
73 0.0, 1.0f, // texture
75 1.0f, 1.0f, // texture
77 1.0f, 0.0f, // texture
79 0.0f, 0.0f); // texture
93 0.0f, 1.0f, // texture
95 1.0f, 1.0f, // texture
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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/
Gui.vert 10 #ifdef TEXTURE
21 #ifdef TEXTURE
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/
MaterialContext.java 14 import com.jme3.texture.Texture;
15 import com.jme3.texture.Texture.Type;
16 import com.jme3.texture.Texture.WrapMode;
32 //texture mapping types
42 /* package */final Map<Number, Texture> loadedTextures;
43 /* package */final Map<Texture, Structure> textureToMTexMap;
111 // the first texture determines the texture coordinates typ
153 Texture texture = textureHelper.getTexture(mtexAndTex[1], blenderContext); local
202 Structure texture = textures.get(i); local
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  /external/webkit/Source/WebCore/platform/graphics/chromium/
VideoLayerChromium.cpp 82 Texture texture = m_textures[plane]; local
83 if (!texture.isEmpty && texture.ownedByLayerRenderer)
84 GLC(context, context->deleteTexture(texture.id));
126 // If the incoming frame is backed by a texture (i.e. decoded in hardware),
127 // then we do not need to allocate a texture via the layer renderer. Instead
128 // we save the texture data then exit.
147 // Update texture planes.
149 Texture texture = m_textures[plane] local
193 Texture texture = m_textures[plane]; local
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  /external/skia/include/gpu/
GrTexture.h 22 * Retrieves the width of the texture.
29 * Retrieves the height of the texture.
36 * Convert from texels to normalized texture coords for POT textures
45 * Retrieves the pixel config specified when the texture was created.
50 * Approximate number of bytes used by the texture
57 * Read a rectangle of pixels from the texture.
75 * Writes a rectangle of pixels to the texture.
90 * Retrieves the render target underlying this texture that can be passed to
93 * @return handle to render target or NULL if the texture is not a
100 * texture. Afterwards asRenderTarget() will return NULL. Th
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  /external/mesa3d/docs/OLD/
MESA_sprite_point.spec 33 a point is rendered as if it were a quadrilateral with unique texture
44 1. How are the texture coordinates computed?
46 The lower-left corner has texture coordinate (0,0,r,q).
50 2. What about texgen and texture matrices?
52 Texgen and the texture matrix have no effect on the point's s and t
53 texture coordinates. The r and q coordinates may have been computed
54 by texgen or the texture matrix. Note that with a 3D texture and/or
56 3D texture.
65 Smoothed points can be approximated by using an appropriate texture
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  /external/jmonkeyengine/engine/src/core/com/jme3/texture/
Texture.java 33 package com.jme3.texture;
46 * <code>Texture</code> defines a texture object to be used to display an
48 * <code>Image</code> class. All attributes required for texture mapping are
55 * @see com.jme3.texture.Image
58 * @version $Id: Texture.java 4131 2009-03-19 20:15:28Z blaine.dev $
60 public abstract class Texture implements Asset, Savable, Cloneable {
65 * Two dimensional texture (default). A rectangle.
75 * Three dimensional texture. (A cube)
98 * sampled (at texture level 0), and their colors are combined b
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