/external/quake/quake/src/WinQuake/ |
r_alias.cpp | 433 // lighting
487 // lighting
639 // rotate the lighting vector into the model's frame of reference
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gl_model.h | 144 // lighting info
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model.h | 123 // lighting info
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r_local.h | 33 // viewmodel lighting
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/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>
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icon_design_launcher.jd | 128 <li>Reflect the implied lighting model of the launcher (top-lit).</li>
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/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
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/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
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/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
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/external/jmonkeyengine/engine/src/test/jme3test/animation/ |
TestCinematic.java | 220 Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md");
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/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainTestAdvanced.java | 59 * Uses the terrain's lighting texture with normal maps and lights.
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/external/quake/quake/src/QW/client/ |
client.h | 122 float die; // stop lighting after this time
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gl_model.h | 148 // lighting info
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model.h | 134 // lighting info
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r_local.h | 34 // viewmodel lighting
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r_misc.c | 39 D_FlushCaches (); // so all lighting changes
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/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.
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/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")
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/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");
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/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.
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/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.
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/external/webp/include/webp/ |
encode.h | 83 WEBP_HINT_PHOTO, // outdoor photograph, with natural lighting 139 WEBP_PRESET_PHOTO, // outdoor photograph, with natural lighting
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/frameworks/base/libs/hwui/ |
ProgramCache.cpp | 168 // Lighting 336 // Lighting
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/external/jmonkeyengine/engine/src/terrain/Common/MatDefs/Terrain/ |
TerrainLighting.frag | 608 // lighting calculations
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