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  /frameworks/native/opengl/tests/textures/
Android.mk 5 textures.cpp
15 LOCAL_MODULE:= test-opengl-textures
  /external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
MaterialLoader.java 64 private Texture[] textures = new Texture[4]; field in class:MaterialLoader
139 textures[texUnit].setImage(loadedTexture.getImage());
140 textures[texUnit].setMinFilter(loadedTexture.getMinFilter());
141 textures[texUnit].setKey(loadedTexture.getKey());
144 textures[texUnit].setWrap(WrapMode.Repeat);
146 textures[texUnit].setName(texName);
149 textures[texUnit].setName(texKey.getName());
153 textures[texUnit].setImage(PlaceholderAssets.getPlaceholderImage());
165 textures[texUnit].setWrap(WrapMode.Repeat);
167 textures[texUnit].setWrap(WrapMode.Clamp)
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  /cts/tests/tests/effect/src/android/effect/cts/
GLEnv.java 77 int textures[] = new int[1]; local
78 GLES20.glGenTextures(1, textures, 0);
79 return textures[0];
90 int[] textures = new int[1]; local
91 textures[0] = texId;
92 GLES20.glDeleteTextures(1, textures, 0);
  /packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/
GLES11IdImpl.java 47 public void glDeleteTextures(GL11 gl, int n, int[] textures, int offset) {
49 gl.glDeleteTextures(n, textures, offset);
GLId.java 28 public void glDeleteTextures(GL11 gl, int n, int[] textures, int offset);
GLES20IdImpl.java 25 public void glDeleteTextures(GL11 gl, int n, int[] textures, int offset) {
26 GLES20.glDeleteTextures(n, textures, offset);
  /cts/tests/tests/rsg/src/android/renderscriptgraphics/cts/
ProgramFragmentTest.java 81 ProgramFragment buildShader(Allocation[] textures, Allocation[] constInput, String shader) {
84 if (textures != null) {
85 for (int i = 0; i < textures.length; i++) {
87 if (textures[i].getType().hasFaces()) {
90 // Add textures through the base program builder
113 if (textures != null) {
114 for (int i = 0; i < textures.length; i++) {
115 pf.bindTexture(textures[i], i);
119 p.bindTexture(textures[i], i);
179 Allocation[] textures = new Allocation[2] local
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/
TextureBlender.java 1 package com.jme3.scene.plugins.blender.textures.blending;
TextureBlenderFactory.java 1 package com.jme3.scene.plugins.blender.textures.blending;
  /frameworks/native/opengl/libagl/
texture.cpp 47 c->textures.packAlignment = 4;
48 c->textures.unpackAlignment = 4;
51 c->textures.defaultTexture = new EGLTextureObject();
52 c->textures.defaultTexture->incStrong(c);
56 bindTextureTmu(c, i, 0, c->textures.defaultTexture);
64 if (c->textures.ggl)
65 gglUninit(c->textures.ggl);
66 c->textures.defaultTexture->decStrong(c);
68 if (c->textures.tmu[i].texture)
69 c->textures.tmu[i].texture->decStrong(c)
    [all...]
  /frameworks/native/opengl/tests/
Android.mk 20 textures \
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/
MaterialContext.java 11 import com.jme3.scene.plugins.blender.textures.TextureHelper;
12 import com.jme3.scene.plugins.blender.textures.blending.TextureBlender;
13 import com.jme3.scene.plugins.blender.textures.blending.TextureBlenderFactory;
41 /* package */final List<Structure> textures; field in class:MaterialContext
101 textures = new ArrayList<Structure>();
129 textures.add(tex);
132 textures.add(tex);
141 //loading the textures and merging them
149 List<Texture> textures = new ArrayList<Texture>(entry.getValue().size()); local
162 textures.add(texture)
    [all...]
  /device/generic/goldfish/opengl/shared/OpenglCodecCommon/
GLClientState.cpp 64 m_tex.textures = NULL;
307 if (m_tex.textures) {
308 texrec = (TextureRec*)bsearch(&texture, m_tex.textures,
354 TextureRec* newTextures = (TextureRec*)realloc(m_tex.textures,
360 m_tex.textures = newTextures;
364 TextureRec* tex = m_tex.textures + m_tex.numTextures;
366 while (tex != m_tex.textures && id < prev->id) {
388 void GLClientState::deleteTextures(GLsizei n, const GLuint* textures)
390 // Updating the textures array could be made more efficient when deleting
391 // several textures
    [all...]
  /sdk/emulator/opengl/shared/OpenglCodecCommon/
GLClientState.cpp 64 m_tex.textures = NULL;
307 if (m_tex.textures) {
308 texrec = (TextureRec*)bsearch(&texture, m_tex.textures,
354 TextureRec* newTextures = (TextureRec*)realloc(m_tex.textures,
360 m_tex.textures = newTextures;
364 TextureRec* tex = m_tex.textures + m_tex.numTextures;
366 while (tex != m_tex.textures && id < prev->id) {
388 void GLClientState::deleteTextures(GLsizei n, const GLuint* textures)
390 // Updating the textures array could be made more efficient when deleting
391 // several textures
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  /external/skia/src/gpu/effects/
GrSimpleTextureEffect.cpp 72 GrTexture* textures[]) {
76 return GrSimpleTextureEffect::Create(textures[texIdx], matrix);
  /external/webkit/Source/WebCore/platform/graphics/android/rendering/
TilesManager.cpp 49 // Important: We need at least twice as many textures as is needed to cover
51 // We need n textures for one TiledPage, and another n textures for the
53 // In our case, we use 256*256 textures. Both base and layers can use up to
54 // MAX_TEXTURE_ALLOCATION textures, which is 224MB GPU memory in total.
66 #define LAYER_TEXTURES_DESTROY_TIMEOUT 60 // If we do not need layers for 60 seconds, free the textures
130 ALOGV("%d tiles to allocate (%d textures planned)", nbTexturesToAllocate, m_currentTextureCount);
145 ALOGV("%d layers tiles to allocate (%d textures planned)",
159 ALOGV("allocated %d textures for base (total: %d, %d Mb), %d textures for layers (total: %d, %d Mb)"
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TilesManager.h 88 // remove all tiles from textures (and optionally deallocate gl memory)
165 WTF::Vector<TileTexture*>& textures,
167 void dirtyTexturesVector(WTF::Vector<TileTexture*>& textures);
  /development/samples/ApiDemos/src/com/example/android/apis/graphics/spritetext/
LabelMaker.java 82 int[] textures = new int[1]; local
83 gl.glGenTextures(1, textures, 0);
84 mTextureID = textures[0];
108 int[] textures = new int[1]; local
109 textures[0] = mTextureID;
110 gl.glDeleteTextures(1, textures, 0);
  /cts/tests/src/android/opengl/cts/
CompressedTextureSurfaceView.java 282 int[] textures = new int[1]; local
283 GLES20.glGenTextures(1, textures, 0);
285 mColorTargetID = textures[0];
294 GLES20.glGenFramebuffers(1, textures, 0);
295 mFrameBufferObjectID = textures[0];
339 int[] textures = new int[1]; local
340 GLES20.glGenTextures(1, textures, 0);
342 mTextureID = textures[0];
  /frameworks/rs/
rsProgram.cpp 46 mHal.state.textures = new Allocation*[mHal.state.texturesCount];
92 delete[] mHal.state.textures;
119 mHal.state.textures = NULL;
182 mHal.state.textures[slot] = a;
rsProgram.h 37 // The difference between Textures and Constants is how they are accessed
43 Allocation **textures; member in struct:android::renderscript::Program::Hal::State
  /external/jmonkeyengine/engine/src/blender/com/jme3/asset/
BlenderKey.java 69 /** Width of generated textures (in pixels). */
71 /** Height of generated textures (in pixels). */
73 /** Depth of generated textures (in pixels). */
478 int TEXTURES = 0x00000001;
498 /** Textures from all objects. */
499 private List<Texture> textures; field in class:BlenderKey.LoadingResults
522 if ((featuresToLoad & FeaturesToLoad.TEXTURES) != 0) {
523 textures = new ArrayList<Texture>();
586 if (textures != null) {
587 textures.add(texture);
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  /frameworks/base/media/mca/filterfw/native/core/
shader_program.cpp 198 // Get all required textures
199 std::vector<GLuint> textures; local
211 textures.push_back(tex_id);
217 if (!RenderFrame(textures, targets)) {
225 std::vector<const GLTextureHandle*> textures(input.size());
226 std::copy(input.begin(), input.end(), textures.begin());
227 return Process(textures, output);
426 bool ShaderProgram::BindInputTextures(const std::vector<GLuint>& textures,
428 for (unsigned i = 0; i < textures.size(); ++i) {
435 glBindTexture(targets[i], textures[i])
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  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/
TextureGeneratorDistnoise.java 32 package com.jme3.scene.plugins.blender.textures;
37 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.NoiseFunction;
TextureGeneratorMusgrave.java 32 package com.jme3.scene.plugins.blender.textures;
36 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.MusgraveFunction;

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