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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...]
light.h 26 // Set to 1 for object-space lighting evaluation.
27 // There are still some bugs with object-space lighting,
  /external/jmonkeyengine/engine/src/core-data/Common/MatDefs/Light/
Deferred.j3md 1 MaterialDef Phong Lighting Deferred {
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
  /external/skia/include/utils/
SkUnitMappers.h 36 /** This returns cos(x), to simulate lighting a sphere, where 0 maps to the
  /external/webkit/Source/WebCore/css/
SVGCSSPropertyNames.in 14 lighting-color
  /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
  /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/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/matext/
package.html 30 "Common/MatDefs/Light/Lighting.j3md");<br/>
  /external/skia/legacy/include/utils/
SkUnitMappers.h 37 /** This returns cos(x), to simulate lighting a sphere, where 0 maps to the
  /frameworks/base/graphics/java/android/graphics/
EmbossMaskFilter.java 26 * @param blurRadius amount to blur before applying lighting (e.g. 3)
  /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");
  /frameworks/base/libs/hwui/
SkiaColorFilter.cpp 65 // Lighting color filter
78 // A lighting filter always ignores alpha
  /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 */
  /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 */
  /external/skia/include/effects/
SkBlurMaskFilter.h 49 @param blurRadius amount to blur before applying lighting (e.g. 3)
  /external/skia/legacy/include/effects/
SkBlurMaskFilter.h 51 @param blurRadius amount to blur before applying lighting (e.g. 3)
  /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");
  /external/jmonkeyengine/engine/src/test/jme3test/batching/
TestBatchNode.java 48 // Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
  /external/skia/gm/
Android.mk 58 lighting.cpp \

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