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  /external/jmonkeyengine/engine/src/test/jme3test/niftygui/
TestNiftyToMesh.java 70 Texture2D depthTex = new Texture2D(1024, 768, Format.Depth);
  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestFBOPassthrough.java 73 fb.setDepthBuffer(Format.Depth);
TestRenderToTexture.java 89 offBuffer.setDepthBuffer(Format.Depth);
  /external/llvm/lib/Target/Sparc/
SparcISelLowering.h 56 unsigned Depth = 0) const;
  /external/llvm/include/llvm/CodeGen/
ScheduleDAG.h 270 bool isDepthCurrent : 1; // True if Depth is current.
272 unsigned Depth; // Node depth.
289 isDepthCurrent(false), isHeightCurrent(false), Depth(0), Height(0),
303 isDepthCurrent(false), isHeightCurrent(false), Depth(0), Height(0),
316 isDepthCurrent(false), isHeightCurrent(false), Depth(0), Height(0),
361 /// getDepth - Return the depth of this node, which is the length of the
366 return Depth;
378 /// depth value, set it to be the new depth value. This als
    [all...]
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/
CartoonEdgeFilter.java 92 normalPass.init(renderManager.getRenderer(), w, h, Format.RGBA8, Format.Depth);
104 * Return the depth sensitivity<br>
113 * sets the depth sensitivity<br>
114 * defines how much depth will influence edges, default is 10
125 * returns the depth threshold<br>
134 * sets the depth threshold<br>
135 * Defines at what threshold of difference of depth an edge is outlined default is 0.1f
  /external/llvm/lib/CodeGen/SelectionDAG/
SelectionDAG.cpp     [all...]
TargetLowering.cpp     [all...]
  /external/jmonkeyengine/engine/src/android/com/jme3/renderer/android/
TextureUtil.java 37 case Depth:
44 throw new UnsupportedOperationException("Unsupported depth format: " + fmt);
142 int depth = img.getDepth(); local
213 case Depth:
225 throw new UnsupportedOperationException("Unsupported depth format: " + fmt);
265 int mipDepth = Math.max(1, depth >> i);
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/ssao/
SSAOFilter.java 129 normalPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth);
159 ssaoPass.init(renderManager.getRenderer(), (int) (screenWidth / downSampleFactor), (int) (screenHeight / downSampleFactor), Format.RGBA8, Format.Depth, 1, ssaoMat);
  /external/llvm/lib/CodeGen/
ScheduleDAG.cpp 178 /// fact that this node's depth just increased.
184 Depth = NewDepth;
214 PredSU->Depth + I->getLatency());
223 if (MaxPredDepth != Cur->Depth) {
225 Cur->Depth = MaxPredDepth;
279 dbgs() << " Depth : " << Depth << "\n";
349 << (isBottomUp ? "Height" : "Depth") << " value!\n";
ScoreboardHazardRecognizer.cpp 42 // Determine the maximum depth of any itinerary. This determines the
43 // depth of the scoreboard. We always make the scoreboard at least 1
74 DEBUG(dbgs() << "Using scoreboard hazard recognizer: Depth = "
87 unsigned last = Depth - 1;
136 "Scoreboard depth exceeded!");
137 // This stage was stalled beyond pipeline depth, so cannot conflict.
191 "Scoreboard depth exceeded!");
  /external/jmonkeyengine/engine/src/core/com/jme3/post/
FilterPostProcessor.java 399 //antialiasing on filters only supported in opengl 3 due to depth read problem
404 Texture2D msDepth = new Texture2D(width, height, numSamples, Format.Depth);
410 renderFrameBufferMS.setDepthBuffer(Format.Depth);
417 renderFrameBuffer.setDepthBuffer(Format.Depth);
490 * returns the depth texture of the scene
HDRRenderer.java 262 mainSceneFB.setDepthBuffer(Format.Depth);
276 msFB.setDepthBuffer(Format.Depth);
Filter.java 205 * returns the default pass depth format
209 return Format.Depth;
282 * Override if you want to do something special with the depth texture;
388 * Override this method and return true if your Filter needs the depth texture
390 * @return true if your Filter need the depth texture
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/water/
SimpleWaterProcessor.java 273 depthTexture = new Texture2D(renderWidth, renderHeight, Format.Depth);
295 reflectionBuffer.setDepthBuffer(Format.Depth);
311 refractionBuffer.setDepthBuffer(Format.Depth);
426 * @param depth
428 public void setWaterDepth(float depth) {
429 waterDepth = depth;
430 material.setFloat("waterDepth", depth);
434 * return the water depth
  /external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/
TextureUtil.java 63 case Depth:
111 case Depth:
186 int depth = img.getDepth(); local
244 case Depth:
417 int mipDepth = Math.max(1, depth >> i);
478 1, // depth
  /external/clang/include/clang/Sema/
Scope.h 92 /// Depth - This is the depth of this scope. The translation-unit scope has
93 /// depth 0.
94 unsigned short Depth;
  /external/jmonkeyengine/engine/src/core/com/jme3/shadow/
BasicShadowRenderer.java 77 shadowMap = new Texture2D(size, size, Format.Depth);
  /external/llvm/lib/Analysis/
BasicAliasAnalysis.cpp 180 const TargetData &TD, unsigned Depth) {
183 // Limit our recursion depth.
184 if (Depth == 6) {
202 TD, Depth+1);
207 TD, Depth+1);
213 TD, Depth+1);
234 TD, Depth+1);
263 // Limit recursion depth to limit compile time in crazy cases.
    [all...]
  /external/clang/lib/Basic/
Diagnostic.cpp 428 unsigned Depth = 0;
431 if (Depth == 0 && *I == Target) return I;
432 if (Depth != 0 && *I == '}') Depth--;
445 Depth++;
  /external/srec/tools/thirdparty/OpenFst/fst/lib/
replace.h 247 if (fst->Final(fst_state) != Weight::Zero() && stack.Depth() == 0)
307 if (fst->Final(fst_state) != Weight::Zero() && stack.Depth()) {
417 size_t Depth() const {
  /external/webkit/LayoutTests/dom/html/level2/html/
HTMLCollection08.js 79 (Depth-first traversal order).
  /external/webkit/LayoutTests/dom/xhtml/level2/html/
HTMLCollection08.js 79 (Depth-first traversal order).
  /external/jmonkeyengine/engine/src/desktop/com/jme3/system/awt/
AwtPanel.java 211 fb.setDepthBuffer(Format.Depth);

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