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  /external/quake/quake/src/WinQuake/
r_alias.cpp 433 // lighting
487 // lighting
639 // rotate the lighting vector into the model's frame of reference
gl_model.h 144 // lighting info
model.h 123 // lighting info
r_local.h 33 // viewmodel lighting
  /frameworks/base/docs/html/guide/practices/ui_guidelines/
icon_design_launcher_archive.jd 297 varying textures and lighting effects, but must be lit directly from above
314 <tr><td><em>1.</em></td><td nowrap>Lighting:</td><td>Top-lit, using appropriate lighting details<br><br></td></tr>
icon_design_launcher.jd 128 <li>Reflect the implied lighting model of the launcher (top-lit).</li>
  /frameworks/native/opengl/libagl/
context.h 123 LIT = 0x4000, // lighting has been applied
277 // lighting
612 lighting_t lighting; member in struct:android::gl::ogles_context_t
  /external/jmonkeyengine/engine/src/core/com/jme3/material/
Material.java 506 * (j3md) (for example Texture for Lighting.j3md)
644 if (numLights == 0) { // this shader does not do lighting, ignore.
785 //We transform the spot directoin in view space here to save 5 varying later in the lighting shader
    [all...]
TechniqueDef.java 87 * The specific details of rendering the lighting is up to the
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/ssao/
SSAOFilter.java 55 * It's a technique that fake ambient lighting by computing shadows that near by objects would casts on each others
  /external/jmonkeyengine/engine/src/test/jme3test/animation/
TestCinematic.java 220 Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
  /external/jmonkeyengine/engine/src/test/jme3test/terrain/
TerrainTestAdvanced.java 59 * Uses the terrain's lighting texture with normal maps and lights.
  /external/quake/quake/src/QW/client/
client.h 122 float die; // stop lighting after this time
gl_model.h 148 // lighting info
model.h 134 // lighting info
r_local.h 34 // viewmodel lighting
r_misc.c 39 D_FlushCaches (); // so all lighting changes
  /external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/
MaterialHelper.java 251 result = new Material(blenderContext.getAssetManager(), "Common/MatDefs/Light/Lighting.j3md");
337 * The method assumes it receives the Lighting type of material.
  /external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/
OBJLoader.java 404 material = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
413 if (material.getMaterialDef().getName().contains("Lighting")
  /external/jmonkeyengine/engine/src/tools/jme3tools/optimize/
TextureAtlas.java 109 * Material mat = new Material(mgr, "Common/MatDefs/Light/Lighting.j3md");
501 Material mat = new Material(mgr, "Common/MatDefs/Light/Lighting.j3md");
  /external/quake/quake/src/QW/dxsdk/sdk/inc/
d3dtypes.h 429 * Structure defining position and direction properties for lighting.
437 * Structure defining material properties for lighting.
  /external/quake/quake/src/WinQuake/dxsdk/SDK/INC/
D3DTYPES.H 429 * Structure defining position and direction properties for lighting.
437 * Structure defining material properties for lighting.
  /external/webp/include/webp/
encode.h 83 WEBP_HINT_PHOTO, // outdoor photograph, with natural lighting
139 WEBP_PRESET_PHOTO, // outdoor photograph, with natural lighting
  /frameworks/base/libs/hwui/
ProgramCache.cpp 168 // Lighting
336 // Lighting
  /external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/
TerrainLighting.frag 608 // lighting calculations

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