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  /device/generic/goldfish/camera/fake-pipeline2/
Scene.cpp 22 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
    [all...]
Scene.h 18 * The Scene class implements a simple physical simulation of a scene, using the
21 * It's fairly approximate, but does provide a scene with realistic widely
33 class Scene {
35 Scene(int sensorWidthPx,
38 ~Scene();
52 // in the scene. Must be called before calculateScene
61 // Calculate scene information for current hour and the time offset since
131 * Constants for scene definition. These are various degrees of approximate.
135 // as a fraction of a scene tile, and relative magnitudes for the frequencie
    [all...]
Sensor.cpp 147 Scene &Sensor::getScene() {
392 int bayerSelect[4] = {Scene::R, Scene::Gr, Scene::Gb, Scene::B}; // RGGB
440 rCount = pixel[Scene::R] * scale64x;
441 gCount = pixel[Scene::Gr] * scale64x;
442 bCount = pixel[Scene::B] * scale64x;
470 rCount = pixel[Scene::R] * scale64x;
471 gCount = pixel[Scene::Gr] * scale64x
    [all...]
Sensor.h 80 #include "Scene.h"
101 * Access to scene
103 Scene &getScene();
229 Scene mScene;
  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/
BloomFilter.java 49 * BloomFilter is used to make objects in the scene have a glow effect.<br>
50 * There are 2 mode : Scene and Objects.<br>
51 * Scene mode extracts the bright parts of the scene to make them glow<br>
60 * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
65 * Apply bloom filter to bright areas in the scene.
67 Scene,
73 * Apply bloom to both bright parts of the scene and objects with glow map.
78 private GlowMode glowMode = GlowMode.Scene;
116 if (glowMode != GlowMode.Scene) {
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  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Float4Param.java 22 import com.android.scenegraph.Scene;
104 Scene parentScene = SceneManager.getInstance().getActiveScene();
SceneManager.java 34 import com.android.scenegraph.Scene;
72 Scene mActiveScene;
228 throw new RuntimeException("Scene manager not initialized");
235 throw new RuntimeException("Scene manager not initialized");
241 public Scene mLoadedScene;
247 public Scene getActiveScene() {
251 public void setActiveScene(Scene s) {
424 ColladaScene scene = new ColladaScene(name, cb); local
425 scene.init(mRS, mRes);
ColladaScene.java 69 Scene mActiveScene;
ColladaParser.java 52 Scene mScene;
98 Scene getScene() {
103 mScene = new Scene();
486 private void getScene(Element scene) {
487 String name = scene.getAttribute("name");
488 String id = scene.getAttribute("id");
490 Node childNode = scene.getFirstChild();
Scene.java 42 public class Scene extends SceneGraphBase {
66 public Scene() {
  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/
TouchHandler.java 43 public void init(Scene scene) {
51 mCameraRig = scene.appendNewCompoundTransform();
59 mCamera = scene.appendNewCamera();
FullscreenBlur.java 83 static RenderPass addPass(Scene scene, Camera cam, TextureRenderTarget color, TextureRenderTarget depth) {
90 scene.appendRenderPass(pass);
94 static void addBlurPasses(Scene scene, RenderScriptGL rs, Camera cam) {
96 ArrayList<RenderableBase> allDraw = scene.getRenderables();
108 // Renders the scene off screen
109 RenderPass blurSourcePass = addPass(scene, cam,
121 RenderPass selectColorPass = addPass(scene, cam,
129 RenderPass horizontalBlurPass = addPass(scene, cam,
    [all...]
SimpleAppRS.java 42 Scene mScene;
53 mScene = new Scene();
TestAppRS.java 49 // Used to asynchronously load scene elements like meshes and transform hierarchies
56 // Top level class that initializes all the elements needed to use the scene graph
75 Scene mActiveScene;
86 // This is just a hardcoded object in the scene that gets turned on and off for the demo
113 // Load a scene to render
219 public void prepareToRender(Scene s) {
266 Log.v("TIMER", "Scene init time: " + (end - start));
  /device/generic/goldfish/camera/
Android.mk 60 fake-pipeline2/Scene.cpp \
  /external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9/
3d-raytrace.js 181 function Scene(a_triangles) {
189 Scene.prototype.intersect = function(origin, dir, near, far) {
244 Scene.prototype.blocked = function(O, D, far) {
292 function renderRows(camera, scene, pixels, width, height, starty, stopy) {
299 var l = scene.intersect(origin, dir);
305 Camera.prototype.render = function(scene, pixels, width, height) {
308 renderRows(cam, scene, pixels, width, height, 0, height);
380 var _scene = new Scene(triangles);
  /external/webkit/PerformanceTests/SunSpider/tests/sunspider-0.9.1/
3d-raytrace.js 181 function Scene(a_triangles) {
189 Scene.prototype.intersect = function(origin, dir, near, far) {
244 Scene.prototype.blocked = function(O, D, far) {
292 function renderRows(camera, scene, pixels, width, height, starty, stopy) {
299 var l = scene.intersect(origin, dir);
305 Camera.prototype.render = function(scene, pixels, width, height) {
308 renderRows(cam, scene, pixels, width, height, 0, height);
380 var _scene = new Scene(triangles);
  /external/v8/benchmarks/spinning-balls/
v.js 55 var scene = void 0; variable
57 var scene = void 0; variable
295 function Scene(width, height) {
316 Scene.prototype.drawPoint = function (x, y, z, color) {
335 Scene.prototype.drawDyingPoints = function () {
338 // Rotate the scene around y-axis.
339 scene.drawPoint(point.x, point.y, point.z, point.color());
352 Scene.prototype.draw = function () {
403 scene.draw();
482 scene = new Scene(640, 480)
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  /external/v8/benchmarks/
raytrace.js 17 // the scene was ray traced correctly.
60 // flog/scene.js
298 Flog.RayTracer.Scene = Class.create();
300 Flog.RayTracer.Scene.prototype = {
642 renderScene: function(scene, canvas){
659 var ray = scene.camera.getRay(xp, yp);
661 var color = this.getPixelColor(ray, scene);
667 throw new Error("Scene rendered incorrectly");
671 getPixelColor: function(ray, scene){
672 var info = this.testIntersection(ray, scene, null)
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  /external/webkit/PerformanceTests/SunSpider/tests/v8-v4/
v8-raytrace.js 12 // the scene was ray traced correctly.
55 // flog/scene.js
299 Flog.RayTracer.Scene = Class.create();
301 Flog.RayTracer.Scene.prototype = {
668 renderScene: function(scene, canvas){
685 var ray = scene.camera.getRay(xp, yp);
687 var color = this.getPixelColor(ray, scene);
693 throw new Error("Scene rendered incorrectly");
697 getPixelColor: function(ray, scene){
698 var info = this.testIntersection(ray, scene, null)
    [all...]
  /external/webkit/PerformanceTests/SunSpider/tests/v8-v5/
v8-raytrace.js 12 // the scene was ray traced correctly.
55 // flog/scene.js
299 Flog.RayTracer.Scene = Class.create();
301 Flog.RayTracer.Scene.prototype = {
668 renderScene: function(scene, canvas){
685 var ray = scene.camera.getRay(xp, yp);
687 var color = this.getPixelColor(ray, scene);
693 throw new Error("Scene rendered incorrectly");
697 getPixelColor: function(ray, scene){
698 var info = this.testIntersection(ray, scene, null)
    [all...]
  /external/webkit/PerformanceTests/SunSpider/tests/v8-v6/
v8-raytrace.js 12 // the scene was ray traced correctly.
55 // flog/scene.js
293 Flog.RayTracer.Scene = Class.create();
295 Flog.RayTracer.Scene.prototype = {
637 renderScene: function(scene, canvas){
654 var ray = scene.camera.getRay(xp, yp);
656 var color = this.getPixelColor(ray, scene);
662 throw new Error("Scene rendered incorrectly");
666 getPixelColor: function(ray, scene){
667 var info = this.testIntersection(ray, scene, null)
    [all...]
  /prebuilts/tools/common/netbeans-visual/
org-netbeans-api-visual.jar 

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