/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.
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/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.
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/frameworks/base/docs/html/guide/topics/manifest/ |
supports-gl-texture-element.jd | 128 <td>PowerVR texture compression. Available in devices running PowerVR SGX530/540
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/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
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/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"); [all...] |
/frameworks/base/docs/html/guide/topics/graphics/ |
opengl.jd | 471 <li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide
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/external/quake/quake/src/QW/client/ |
gl_vidnt.c | 613 if (strnicmp(gl_renderer,"PowerVR",7)==0)
[all...] |
/external/quake/quake/src/WinQuake/ |
gl_vidnt.cpp | 613 if (strnicmp(gl_renderer,"PowerVR",7)==0)
[all...] |
/frameworks/base/docs/html/guide/google/play/publishing/ |
multiple-apks.jd | 207 that support PowerVR compression (among many others).</p> [all...] |
/external/kernel-headers/original/linux/ |
pci_ids.h | 593 #define PCI_DEVICE_ID_NEC_PCX2 0x0046 /* PowerVR */ [all...] |