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  /development/ndk/platforms/android-4/samples/san-angeles/jni/
README.txt 54 * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version 1.04.14.0170
60 the source with PowerVR OpenGL ES SDK.
  /frameworks/native/opengl/tests/angeles/
README.txt 54 * PowerVR MBX SDK, OpenGL ES Windows PC Emulation version 1.04.14.0170
60 the source with PowerVR OpenGL ES SDK.
  /frameworks/base/docs/html/guide/topics/manifest/
supports-gl-texture-element.jd 128 <td>PowerVR texture compression. Available in devices running PowerVR SGX530/540
  /frameworks/base/docs/html/training/multiple-apks/
texture.jd 94 <td class="redCell">PowerVR</td>
173 were to use PowerVR 99% of the time, but use ETC1 for, say, your splash screen... Then your manifest
201 <td class="greenCell">PowerVR</td>
206 <p> Assuming that PowerVR and ATI formats are both preferred over ETC1 when available, than
  /external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/
OGLESShaderRenderer.java 101 private boolean powerVr = false;
159 powerVr = GLES20.glGetString(GLES20.GL_RENDERER).contains("PowerVR");
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  /frameworks/base/docs/html/guide/topics/graphics/
opengl.jd 471 <li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide
  /external/quake/quake/src/QW/client/
gl_vidnt.c 613 if (strnicmp(gl_renderer,"PowerVR",7)==0)
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  /external/quake/quake/src/WinQuake/
gl_vidnt.cpp 613 if (strnicmp(gl_renderer,"PowerVR",7)==0)
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  /frameworks/base/docs/html/guide/google/play/publishing/
multiple-apks.jd 207 that support PowerVR compression (among many others).</p>
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  /external/kernel-headers/original/linux/
pci_ids.h 593 #define PCI_DEVICE_ID_NEC_PCX2 0x0046 /* PowerVR */
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