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  /frameworks/native/opengl/libagl/
light.cpp 68 c->lighting.lights[i].ambient.a = 0x10000;
69 c->lighting.lights[i].position.z = 0x10000;
70 c->lighting.lights[i].spotDir.z = -0x10000;
71 c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
72 c->lighting.lights[i].attenuation[0] = 0x10000;
74 init_white(c->lighting.lights[0].diffuse);
75 init_white(c->lighting.lights[0].specular);
77 c->lighting.front.ambient.r =
78 c->lighting.front.ambient.g =
79 c->lighting.front.ambient.b = gglFloatToFixed(0.2f)
    [all...]
primitives.cpp 113 c->lighting.lightVertex(c, v0);
115 c->lighting.lightVertex(c, v1);
117 c->lighting.lightVertex(c, v2);
124 c->lighting.lightVertex(c, v2);
155 c->lighting.lightVertex(c, v);
216 // set up the lighting/shading/smoothing/fogging function
218 index |= c->lighting.enable ? 0x2 : 0;
220 c->lighting.lightTriangle = lightPrimitive[index];
461 // lighting & clamping...
465 if (c->lighting.enable)
    [all...]
state.cpp 139 c->lighting.lights[cap-GL_LIGHT0].enable = enabled;
140 c->lighting.enabledLights &= ~(1<<(cap-GL_LIGHT0));
141 c->lighting.enabledLights |= (enabled<<(cap-GL_LIGHT0));
159 c->lighting.enable = enabled;
162 c->lighting.colorMaterial.enable = enabled;
array.cpp     [all...]
context.h 123 LIT = 0x4000, // lighting has been applied
277 // lighting
612 lighting_t lighting; member in struct:android::gl::ogles_context_t
  /external/webkit/Source/WebCore/css/
SVGCSSPropertyNames.in 14 lighting-color
  /external/quake/quake/src/QW/client/
r_main.c 551 alight_t lighting; local
552 // FIXME: remove and do real lighting
582 lighting.ambientlight = j;
583 lighting.shadelight = j;
585 lighting.plightvec = lightvec;
597 lighting.ambientlight += add;
601 // clamp lighting so it doesn't overbright as much
602 if (lighting.ambientlight > 128)
603 lighting.ambientlight = 128;
604 if (lighting.ambientlight + lighting.shadelight > 192
    [all...]
  /external/quake/quake/src/WinQuake/
r_main.cpp 531 alight_t lighting; local
532 // FIXME: remove and do real lighting
565 lighting.ambientlight = j;
566 lighting.shadelight = j;
568 lighting.plightvec = lightvec;
580 lighting.ambientlight += add;
584 // clamp lighting so it doesn't overbright as much
585 if (lighting.ambientlight > 128)
586 lighting.ambientlight = 128;
587 if (lighting.ambientlight + lighting.shadelight > 192)
    [all...]
quake-data.spec.sh 38 motion, ambient sound and lighting, and unmatched multiplayer capabilities
quake-shareware.spec.sh 37 motion, ambient sound and lighting, and unmatched multiplayer capabilities
quake.spec.sh 37 motion, ambient sound and lighting, and unmatched multiplayer capabilities
  /external/skia/gm/
Android.mk 58 lighting.cpp \
  /external/v8/benchmarks/
raytrace.js 718 // Calc diffuse lighting
  /external/webkit/PerformanceTests/SunSpider/tests/v8-v4/
v8-raytrace.js 744 // Calc diffuse lighting
  /external/webkit/PerformanceTests/SunSpider/tests/v8-v5/
v8-raytrace.js 744 // Calc diffuse lighting
  /external/webkit/PerformanceTests/SunSpider/tests/v8-v6/
v8-raytrace.js 713 // Calc diffuse lighting

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