/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...] |
light.h | 26 // Set to 1 for object-space lighting evaluation. 27 // There are still some bugs with object-space lighting,
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/external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/ |
Deferred.j3md | 1 MaterialDef Phong Lighting Deferred {
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Lighting.j3md | 1 MaterialDef Phong Lighting {
5 // Compute vertex lighting in the shader
108 VertexShader GLSL100: Common/MatDefs/Light/Lighting.vert
109 FragmentShader GLSL100: Common/MatDefs/Light/Lighting.frag
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/external/skia/include/utils/ |
SkUnitMappers.h | 36 /** This returns cos(x), to simulate lighting a sphere, where 0 maps to the
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/external/webkit/Source/WebCore/css/ |
SVGCSSPropertyNames.in | 14 lighting-color
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
FixedFuncBinding.java | 75 * Use vertex color as an additional diffuse color, if lighting is enabled. 76 * If lighting is disabled, vertex color is modulated with
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/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
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quake-shareware.spec.sh | 37 motion, ambient sound and lighting, and unmatched multiplayer capabilities
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quake.spec.sh | 37 motion, ambient sound and lighting, and unmatched multiplayer capabilities
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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/matext/ |
package.html | 30 "Common/MatDefs/Light/Lighting.j3md");<br/>
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/external/skia/legacy/include/utils/ |
SkUnitMappers.h | 37 /** This returns cos(x), to simulate lighting a sphere, where 0 maps to the
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/frameworks/base/graphics/java/android/graphics/ |
EmbossMaskFilter.java | 26 * @param blurRadius amount to blur before applying lighting (e.g. 3)
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/cts/apps/CtsVerifier/src/com/android/cts/verifier/camera/analyzer/ |
AutoLockTest.java | 51 * lighting at the moment of setting the lock. The second set of tests focus on 203 * the lighting condition of the environment. The usb connection to the 401 * Compares two images taken under the same lighting, Image 1 without AE 418 mReferenceLogs.add("Same lighting condition with one different lock"); 423 * Compares two images taken under different lighting, Image 1 without AE 441 mReferenceLogs.add("One same lock with different lighting"); 447 * under the same lighting. Image 1 is taken under a brighter light. 450 * lighting condition after preview restarts. 465 mReferenceLogs.add("Same locking locations with different lighting"); 473 * lighting. Image 1 is expected to be brighter than Image 2 [all...] |
/external/jmonkeyengine/engine/src/android/jme3test/android/ |
SimpleTexturedTest.java | 62 material = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 68 materialMonkey = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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/frameworks/base/libs/hwui/ |
SkiaColorFilter.cpp | 65 // Lighting color filter 78 // A lighting filter always ignores alpha
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/external/quake/quake/src/QW/dxsdk/sdk/inc/ |
d3dcaps.h | 29 /* Description of capabilities of lighting */
33 DWORD dwCaps; /* Lighting caps */
34 DWORD dwLightingModel; /* Lighting model - RGB or mono */
188 D3DLIGHTINGCAPS dlcLightingCaps; /* Capabilities of lighting */
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/external/quake/quake/src/WinQuake/dxsdk/SDK/INC/ |
D3DCAPS.H | 29 /* Description of capabilities of lighting */
33 DWORD dwCaps; /* Lighting caps */
34 DWORD dwLightingModel; /* Lighting model - RGB or mono */
188 D3DLIGHTINGCAPS dlcLightingCaps; /* Capabilities of lighting */
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/external/skia/include/effects/ |
SkBlurMaskFilter.h | 49 @param blurRadius amount to blur before applying lighting (e.g. 3)
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/external/skia/legacy/include/effects/ |
SkBlurMaskFilter.h | 51 @param blurRadius amount to blur before applying lighting (e.g. 3)
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/external/jmonkeyengine/engine/src/test/jme3test/light/ |
TestTangentGenBadModels.java | 43 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 99 info.setText("Press SPACE to switch between lighting and tangent display"); 116 mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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/external/jmonkeyengine/engine/src/test/jme3test/batching/ |
TestBatchNode.java | 48 // Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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/external/skia/gm/ |
Android.mk | 58 lighting.cpp \
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