/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)
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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 [all...] |
/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) { [all...] |
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 [all...] |
/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. [all...] |
/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 [all...] |
/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 [all...] |
/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) { [all...] |
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) { [all...] |
/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 + "]";
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/frameworks/base/docs/html/guide/topics/manifest/ |
supports-gl-texture-element.jd | 1 page.title=<supports-gl-texture> 11 <supports-gl-texture android:<a href="#name">name</a>="<em>string</em>" /> 24 style="color:#669999;"><supports-gl-texture></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><supports-gl-texture></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 [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Blur/ |
HGaussianBlur.j3md | 5 Texture2D Texture
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VGaussianBlur.j3md | 5 Texture2D Texture
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/external/jmonkeyengine/engine/src/core-effects/Common/MatDefs/Post/ |
FXAA.j3md | 4 Texture2D Texture
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/external/jmonkeyengine/engine/src/niftygui/Common/MatDefs/Nifty/ |
NiftyTex.j3md | 4 Texture2D Texture
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/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
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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);
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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 [all...] |
/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 [all...] |
/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/ |
Gui.vert | 10 #ifdef TEXTURE
21 #ifdef TEXTURE
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/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 [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |
/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 [all...] |