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  /external/jmonkeyengine/engine/src/blender/Common/MatDefs/Texture3D/
tex3D.j3md 4 Texture3D Texture
8 VertexShader GLSL100: jme3test/texture/tex3D.vert
9 FragmentShader GLSL100: jme3test/texture/tex3D.frag
  /external/jmonkeyengine/engine/src/test/jme3test/texture/
tex3D.j3md 4 Texture3D Texture
8 VertexShader GLSL100: jme3test/texture/tex3D.vert
9 FragmentShader GLSL100: jme3test/texture/tex3D.frag
tex3DThumb.j3md 4 Texture3D Texture
10 VertexShader GLSL100: jme3test/texture/tex3DThumb.vert
11 FragmentShader GLSL100: jme3test/texture/tex3DThumb.frag
  /external/jmonkeyengine/engine/src/core/com/jme3/material/
MatParamTexture.java 9 import com.jme3.texture.Texture;
14 private Texture texture; field in class:MatParamTexture
17 public MatParamTexture(VarType type, String name, Texture texture, int unit) {
18 super(type, name, texture, null);
19 this.texture = texture;
26 public Texture getTextureValue()
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/
TextureBlender.java 4 import com.jme3.texture.Texture;
7 * An interface for texture blending classes (the classes that mix the texture
31 * This method blends the given texture with material color and the defined
32 * color in 'map to' panel. As a result of this method a new texture is
33 * created. The input texture is NOT.
37 * @param texture
38 * the texture we use in blending
40 * the color defined for the texture
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TextureBlenderFactory.java 7 import com.jme3.texture.Texture;
8 import com.jme3.texture.Image.Format;
11 * This class creates the texture blending class depending on the texture type.
22 * the texture format
70 LOGGER.log(Level.WARNING, "Image type not yet supported for blending: {0}. Returning a blender that does not change the texture.", format);
73 public Texture blend(float[] materialColor, Texture texture, float[] color, float affectFactor, int blendType, boolean neg, BlenderContext blenderContext) {
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  /frameworks/base/libs/hwui/
GradientCache.cpp 38 mCache(GenerationCache<GradientCacheEntry, Texture*>::kUnlimitedCapacity),
52 mCache(GenerationCache<GradientCacheEntry, Texture*>::kUnlimitedCapacity),
84 void GradientCache::operator()(GradientCacheEntry& shader, Texture*& texture) {
85 if (texture) {
86 const uint32_t size = texture->width * texture->height * 4;
90 if (texture) {
91 glDeleteTextures(1, &texture->id);
92 delete texture;
104 Texture* texture = mCache.get(gradient); local
145 Texture* texture = new Texture; local
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TextureCache.cpp 36 mCache(GenerationCache<SkBitmap*, Texture*>::kUnlimitedCapacity),
41 INIT_LOGD(" Setting texture cache size to %sMB", property);
44 INIT_LOGD(" Using default texture cache size of %.2fMB", DEFAULT_TEXTURE_CACHE_SIZE);
49 INIT_LOGD(" Setting texture cache flush rate to %.2f%%", flushRate * 100.0f);
52 INIT_LOGD(" Using default texture cache flush rate of %.2f%%",
60 mCache(GenerationCache<SkBitmap*, Texture*>::kUnlimitedCapacity),
73 INIT_LOGD(" Maximum texture dimension is %d pixels", mMaxTextureSize);
105 void TextureCache::operator()(SkBitmap*& bitmap, Texture*& texture) {
107 if (texture) {
124 Texture* texture = mCache.get(bitmap); local
164 Texture* texture = new Texture; local
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TextDropShadowCache.cpp 83 void TextDropShadowCache::operator()(ShadowText& text, ShadowTexture*& texture) {
84 if (texture) {
85 mSize -= texture->bitmapSize;
88 ALOGD("Shadow texture deleted, size = %d", texture->bitmapSize);
91 glDeleteTextures(1, &texture->id);
92 delete texture;
107 ShadowTexture* texture = mCache.get(entry); local
109 if (!texture) {
113 texture = new ShadowTexture
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TextureCache.h 26 #include "Texture.h"
48 * A simple LRU texture cache. The cache has a maximum size expressed in bytes.
49 * Any texture added to the cache causing the cache to grow beyond the maximum
50 * allowed size will also cause the oldest texture to be kicked out.
52 class TextureCache: public OnEntryRemoved<SkBitmap*, Texture*> {
62 void operator()(SkBitmap*& bitmap, Texture*& texture);
65 * Returns the texture associated with the specified bitmap. If the texture
66 * cannot be found in the cache, a new texture is generated
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ShapeCache.cpp 35 PathTexture* texture = get(entry); local
37 if (!texture) {
43 texture = addTexture(entry, &path, paint);
46 return texture;
59 PathTexture* texture = get(entry); local
61 if (!texture) {
65 texture = addTexture(entry, &path, paint);
68 return texture;
81 PathTexture* texture = get(entry); local
83 if (!texture) {
105 PathTexture* texture = get(entry); local
147 PathTexture* texture = get(entry); local
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/
IAlphaMask.java 4 * An interface used in calculating alpha mask during particles' texture calculations.
9 * This method sets the size of the texture's image.
18 * This method returns the alpha value for the specified texture position.
20 * the X coordinate of the texture position
22 * the Y coordinate of the texture position
23 * @return the alpha value for the specified texture position
  /packages/apps/Gallery2/tests/src/com/android/gallery3d/ui/
TextureTest.java 65 MyBasicTexture texture = new MyBasicTexture(canvas, 47); local
67 assertEquals(47, texture.getId());
68 texture.setSize(1, 1);
69 assertEquals(1, texture.getWidth());
70 assertEquals(1, texture.getHeight());
71 assertEquals(1, texture.getTextureWidth());
72 assertEquals(1, texture.getTextureHeight());
73 texture.setSize(3, 5);
74 assertEquals(3, texture.getWidth());
75 assertEquals(5, texture.getHeight())
100 ColorTexture texture = new ColorTexture(0x12345678); local
139 MyUploadedTexture texture = new MyUploadedTexture(); local
194 BitmapTexture texture = new BitmapTexture(bitmap); local
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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Gui/
Gui.frag 1 #ifdef TEXTURE
9 #ifdef TEXTURE
Gui.j3md 4 Texture2D Texture
18 TEXTURE : Texture
  /external/jmonkeyengine/engine/src/core/com/jme3/util/
SkyFactory.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.TextureCubeMap;
28 * Creates a sky using the given texture (cubemap or spheremap).
31 * @param texture Texture to use for the sky
33 * to get a texture coordinate. Use Vector3f.UNIT_XYZ to not apply
35 * @param sphereMap The way the texture is use
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  /external/jmonkeyengine/engine/src/niftygui/com/jme3/niftygui/
RenderImageJme.java 36 import com.jme3.texture.Image;
37 import com.jme3.texture.Texture.MagFilter;
38 import com.jme3.texture.Texture.MinFilter;
39 import com.jme3.texture.Texture2D;
44 private Texture2D texture; field in class:RenderImageJme
56 texture = (Texture2D) display.getAssetManager().loadTexture(key);
57 texture.setMagFilter(linear ? MagFilter.Bilinear : MagFilter.Nearest);
58 texture.setMinFilter(linear ? MinFilter.BilinearNoMipMaps : MinFilter.NearestNoMipMaps)
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  /packages/apps/Gallery2/src/com/android/gallery3d/photoeditor/
Photo.java 22 * Photo that holds a GL texture and all its methods must be only accessed from the GL thread.
26 private int texture; field in class:Photo
31 * Factory method to ensure every Photo instance holds a valid texture.
42 private Photo(int texture, int width, int height) {
43 this.texture = texture;
48 public int texture() { method in class:Photo
49 return texture;
59 RendererUtils.clearTexture(texture);
60 texture = RendererUtils.createTexture()
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  /external/replicaisland/src/com/replica/replicaisland/
AnimationFrame.java 20 * A single animation frame. Frames contain a texture, a hold time, and collision volumes to
23 * frames. Note that an animation frame may have a null texture and null collision volumes. Null
24 * collision volumes will exclude that frame from collision detection and a null texture will
28 public Texture texture; field in class:AnimationFrame
33 public AnimationFrame(Texture textureObject, float animationHoldTime) {
35 texture = textureObject;
39 public AnimationFrame(Texture textureObject, float animationHoldTime,
43 texture = textureObject;
TextureLibrary.java 33 * The Texture Library manages all textures in the game. Textures are pooled and handed out to
34 * requesting parties via allocateTexture(). However, the texture data itself is not immediately
36 * a call to loadTexture() or loadAllTextures(). This allows Texture objects to be dispersed to
37 * various game systems and while the texture data itself is streamed in or loaded as necessary.
42 Texture[] mTextureHash;
50 mTextureHash = new Texture[DEFAULT_SIZE];
52 mTextureHash[x] = new Texture();
67 * Creates a Texture object that is mapped to the passed resource id. If a texture has already
68 * been allocated for this id, the previously allocated Texture object is returned
73 Texture texture = getTextureByResource(resourceID); local
83 Texture texture = allocateTexture(resourceID); local
223 Texture texture = null; local
260 Texture texture = null; local
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  /frameworks/base/media/mca/filterfw/native/core/
gl_frame.h 50 // Initialize as using an external texture.
53 // Initialize using an existing texture.
75 // Returns the held texture id. Only call this if the GLFrame holds a
76 // texture. You can check this by calling HoldsTexture().
77 // Note, that a texture is created only when needed. If you are creating a
78 // new GLFrame, and you need it to be bound to a texture, upload (zeroed)
86 // Returns the texture target: GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES.
95 // Binds the held texture. This may result in creating the texture if it
103 // Generates the mipmap chain of the held texture. Returns true, if
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  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Hdr/
LogLum.j3md 4 Texture2D Texture
23 TEXTURE
ToneMap.j3md 3 Texture2D Texture
20 TEXTURE
  /external/jmonkeyengine/engine/src/android/jme3test/android/
TestSkyLoadingLagoon.java 37 import com.jme3.texture.Texture;
49 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg");
50 Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg");
51 Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg");
52 Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg");
53 Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg");
54 Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg");
58 Texture west = assetManager.loadTexture("Textures/Sky/Primitives/primitives_positive_x.png");
59 Texture east = assetManager.loadTexture("Textures/Sky/Primitives/primitives_negative_x.png")
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TestSkyLoadingPrimitives.java 37 import com.jme3.texture.Texture;
49 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg");
50 Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg");
51 Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg");
52 Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg");
53 Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg");
54 Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg");
57 Texture west = assetManager.loadTexture("Textures/Sky/Primitives/primitives_positive_x.png");
58 Texture east = assetManager.loadTexture("Textures/Sky/Primitives/primitives_negative_x.png")
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