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  /external/replicaisland/src/com/replica/replicaisland/
Texture.java 21 * OpenGL texture names, and also as a placeholder object for textures that may or may not have
22 * been loaded into vram. Objects can cache Texture objects but should *never* cache the texture
25 public class Texture extends AllocationGuard {
32 public Texture() {
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;
DebugSystem.java 27 private Texture mRedBoxTexture;
28 private Texture mBlueBoxTexture;
29 private Texture mOutlineBoxTexture;
30 private Texture mRedCircleTexture;
31 private Texture mBlueCircleTexture;
32 private Texture mOutlineCircleTexture;
70 Texture texture = getTexture(shapeType, colorType); local
71 bitmap.resize((int)texture.width, (int)texture.height)
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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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  /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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  /external/jmonkeyengine/engine/src/test/jme3test/texture/
TestSkyLoading.java 33 package jme3test.texture;
37 import com.jme3.texture.Texture;
48 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg");
49 Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg");
50 Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg");
51 Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg");
52 Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg");
53 Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg");
  /external/webkit/Source/WebCore/platform/graphics/gpu/
Texture.h 46 class Texture : public RefCounted<Texture> {
48 ~Texture();
50 static PassRefPtr<Texture> create(GraphicsContext3D*, Format, int width, int height);
57 Texture(GraphicsContext3D*, PassOwnPtr<Vector<unsigned int> > tileTextureIds, Format format, int width, int height, int maxTextureSize);
Texture.cpp 35 #include "Texture.h"
50 Texture::Texture(GraphicsContext3D* context, PassOwnPtr<Vector<unsigned int> > tileTextureIds, Format format, int width, int height, int maxTextureSize)
58 Texture::~Texture()
64 static void convertFormat(GraphicsContext3D* context, Texture::Format format, unsigned int* glFormat, unsigned int* glType, bool* swizzle)
68 case Texture::RGBA8:
72 case Texture::BGRA8:
88 PassRefPtr<Texture> Texture::create(GraphicsContext3D* context, Format format, int width, int height
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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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  /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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  /packages/apps/Gallery2/src/com/android/gallery3d/ui/
Texture.java 19 // Texture is a rectangular image which can be drawn on GLCanvas.
20 // The isOpaque() function gives a hint about whether the texture is opaque,
23 // This is the current texture hierarchy:
25 // Texture
37 public interface Texture {
  /frameworks/base/libs/hwui/
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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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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GradientCache.h 25 #include "Texture.h"
101 * Any texture added to the cache causing the cache to grow beyond the maximum
102 * allowed size will also cause the oldest texture to be kicked out.
104 class GradientCache: public OnEntryRemoved<GradientCacheEntry, Texture*> {
114 void operator()(GradientCacheEntry& shader, Texture*& texture);
117 * Returns the texture associated with the specified shader.
119 Texture* get(uint32_t* colors, float* positions,
141 * Adds a new linear gradient to the cache. The generated texture is
144 Texture* addLinearGradient(GradientCacheEntry& gradient
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  /external/jmonkeyengine/engine/src/test/jme3test/model/shape/
TestCylinder.java 40 import com.jme3.texture.Texture;
57 Texture tex = assetManager.loadTexture(key);
58 tex.setMinFilter(Texture.MinFilter.Trilinear);
  /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/test/jme3test/helloworld/
HelloTerrain.java 42 import com.jme3.texture.Texture;
43 import com.jme3.texture.Texture.WrapMode;
67 /** 1.2) Add GRASS texture into the red layer (Tex1). */
68 Texture grass = assetManager.loadTexture(
74 /** 1.3) Add DIRT texture into the green layer (Tex2) */
75 Texture dirt = assetManager.loadTexture(
81 /** 1.4) Add ROAD texture into the blue layer (Tex3) */
82 Texture rock = assetManager.loadTexture
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  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
TextureKey.java 38 import com.jme3.texture.Texture.Type;
39 import com.jme3.texture.*;
43 public class TextureKey extends AssetKey<Texture> {
50 private Texture.Type textureTypeHint=Texture.Type.TwoDimensional;
81 Texture tex = (Texture) asset;
92 Texture tex;
110 tex.setMinFilter(Texture.MinFilter.Trilinear)
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  /external/jmonkeyengine/engine/src/test/jme3test/light/
TestSpotLightTerrain.java 52 import com.jme3.texture.Texture;
53 import com.jme3.texture.Texture.WrapMode;
58 * Uses the terrain's lighting texture with normal maps and lights.
118 // TERRAIN TEXTURE material
128 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
131 // GRASS texture
132 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg");
137 // DIRT texture
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  /external/jmonkeyengine/engine/src/android/com/jme3/asset/
AndroidAssetManager.java 37 import com.jme3.texture.Texture;
38 import com.jme3.texture.plugins.AndroidImageLoader;
91 registerLoaderSafe(com.jme3.texture.plugins.DDSLoader.class, "dds");
92 registerLoaderSafe(com.jme3.texture.plugins.PFMLoader.class, "pfm");
93 registerLoaderSafe(com.jme3.texture.plugins.HDRLoader.class, "hdr");
94 registerLoaderSafe(com.jme3.texture.plugins.TGALoader.class, "tga");
107 * Loads a texture.
112 public Texture loadTexture(TextureKey key) {
113 Texture tex = (Texture) loadAsset(key);
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  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestSSAO.java 44 import com.jme3.texture.Texture;
64 Texture diff = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg");
65 diff.setWrap(Texture.WrapMode.Repeat);
66 Texture norm = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall_normal.jpg");
67 norm.setWrap(Texture.WrapMode.Repeat);
  /external/webkit/Source/WebCore/platform/graphics/chromium/
GLES2Canvas.h 40 #include "Texture.h"
88 void drawTexturedRect(unsigned texture, const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, ColorSpace, CompositeOperator);
90 void drawTexturedRect(Texture*, const FloatRect& srcRect, const FloatRect& dstRect, ColorSpace, CompositeOperator);
92 void drawTexturedRect(Texture*, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha, ColorSpace, CompositeOperator, bool clip);
93 Texture* createTexture(NativeImagePtr, Texture::Format, int width, int height);
94 Texture* getTexture(NativeImagePtr);
105 void drawTexturedRectTile(Texture* texture, int tile, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha);
108 void convolveRect(unsigned texture, const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, float imageIncrem (…)
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  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainTestAdvanced.java 52 import com.jme3.texture.Texture;
53 import com.jme3.texture.Texture.WrapMode;
59 * Uses the terrain's lighting texture with normal maps and lights.
95 // First, we load up our textures and the heightmap texture for the terrain
97 // TERRAIN TEXTURE material
107 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png");
109 // GRASS texture
110 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg")
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  /external/jmonkeyengine/engine/src/test/jme3test/asset/
TestAbsoluteLocators.java 40 import com.jme3.texture.Texture;
41 import com.jme3.texture.plugins.AWTLoader;
56 // find a texture
57 Texture tex = am.loadTexture("Textures/Terrain/Pond/Pond.jpg");
65 throw new RuntimeException("Cannot find texture!");
67 System.out.println("Texture loaded from Textures/Terrain/Pond/Pond.jpg");

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