/external/jmonkeyengine/engine/src/test/jme3test/niftygui/ |
TestNiftyToMesh.java | 70 Texture2D depthTex = new Texture2D(1024, 768, Format.Depth);
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/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestFBOPassthrough.java | 73 fb.setDepthBuffer(Format.Depth);
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TestRenderToTexture.java | 89 offBuffer.setDepthBuffer(Format.Depth);
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/external/llvm/lib/Target/Sparc/ |
SparcISelLowering.h | 56 unsigned Depth = 0) const;
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/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
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/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);
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/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);
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/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";
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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!");
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/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
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HDRRenderer.java | 262 mainSceneFB.setDepthBuffer(Format.Depth);
276 msFB.setDepthBuffer(Format.Depth);
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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
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/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
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/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
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/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;
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/external/jmonkeyengine/engine/src/core/com/jme3/shadow/ |
BasicShadowRenderer.java | 77 shadowMap = new Texture2D(size, size, Format.Depth);
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/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++;
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/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 {
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/external/webkit/LayoutTests/dom/html/level2/html/ |
HTMLCollection08.js | 79 (Depth-first traversal order).
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/external/webkit/LayoutTests/dom/xhtml/level2/html/ |
HTMLCollection08.js | 79 (Depth-first traversal order).
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/external/jmonkeyengine/engine/src/desktop/com/jme3/system/awt/ |
AwtPanel.java | 211 fb.setDepthBuffer(Format.Depth);
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