/external/replicaisland/src/com/replica/replicaisland/ |
Texture.java | 21 * OpenGL texture names, and also as a placeholder object for textures that may or may not have 22 * been loaded into vram. Objects can cache Texture objects but should *never* cache the texture 25 public class Texture extends AllocationGuard { 32 public Texture() {
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AnimationFrame.java | 20 * A single animation frame. Frames contain a texture, a hold time, and collision volumes to 23 * frames. Note that an animation frame may have a null texture and null collision volumes. Null 24 * collision volumes will exclude that frame from collision detection and a null texture will 28 public Texture texture; field in class:AnimationFrame 33 public AnimationFrame(Texture textureObject, float animationHoldTime) { 35 texture = textureObject; 39 public AnimationFrame(Texture textureObject, float animationHoldTime, 43 texture = textureObject;
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DebugSystem.java | 27 private Texture mRedBoxTexture; 28 private Texture mBlueBoxTexture; 29 private Texture mOutlineBoxTexture; 30 private Texture mRedCircleTexture; 31 private Texture mBlueCircleTexture; 32 private Texture mOutlineCircleTexture; 70 Texture texture = getTexture(shapeType, colorType); local 71 bitmap.resize((int)texture.width, (int)texture.height) [all...] |
TextureLibrary.java | 33 * The Texture Library manages all textures in the game. Textures are pooled and handed out to 34 * requesting parties via allocateTexture(). However, the texture data itself is not immediately 36 * a call to loadTexture() or loadAllTextures(). This allows Texture objects to be dispersed to 37 * various game systems and while the texture data itself is streamed in or loaded as necessary. 42 Texture[] mTextureHash; 50 mTextureHash = new Texture[DEFAULT_SIZE]; 52 mTextureHash[x] = new Texture(); 67 * Creates a Texture object that is mapped to the passed resource id. If a texture has already 68 * been allocated for this id, the previously allocated Texture object is returned 73 Texture texture = getTextureByResource(resourceID); local 83 Texture texture = allocateTexture(resourceID); local 223 Texture texture = null; local 260 Texture texture = null; local [all...] |
/external/jmonkeyengine/engine/src/android/jme3test/android/ |
TestSkyLoadingLagoon.java | 37 import com.jme3.texture.Texture; 49 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg"); 50 Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg"); 51 Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg"); 52 Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg"); 53 Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg"); 54 Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg"); 58 Texture west = assetManager.loadTexture("Textures/Sky/Primitives/primitives_positive_x.png"); 59 Texture east = assetManager.loadTexture("Textures/Sky/Primitives/primitives_negative_x.png") [all...] |
TestSkyLoadingPrimitives.java | 37 import com.jme3.texture.Texture; 49 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg"); 50 Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg"); 51 Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg"); 52 Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg"); 53 Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg"); 54 Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg"); 57 Texture west = assetManager.loadTexture("Textures/Sky/Primitives/primitives_positive_x.png"); 58 Texture east = assetManager.loadTexture("Textures/Sky/Primitives/primitives_negative_x.png") [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
TestSkyLoading.java | 33 package jme3test.texture; 37 import com.jme3.texture.Texture; 48 Texture west = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_west.jpg"); 49 Texture east = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_east.jpg"); 50 Texture north = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_north.jpg"); 51 Texture south = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_south.jpg"); 52 Texture up = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_up.jpg"); 53 Texture down = assetManager.loadTexture("Textures/Sky/Lagoon/lagoon_down.jpg");
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/external/webkit/Source/WebCore/platform/graphics/gpu/ |
Texture.h | 46 class Texture : public RefCounted<Texture> { 48 ~Texture(); 50 static PassRefPtr<Texture> create(GraphicsContext3D*, Format, int width, int height); 57 Texture(GraphicsContext3D*, PassOwnPtr<Vector<unsigned int> > tileTextureIds, Format format, int width, int height, int maxTextureSize);
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Texture.cpp | 35 #include "Texture.h" 50 Texture::Texture(GraphicsContext3D* context, PassOwnPtr<Vector<unsigned int> > tileTextureIds, Format format, int width, int height, int maxTextureSize) 58 Texture::~Texture() 64 static void convertFormat(GraphicsContext3D* context, Texture::Format format, unsigned int* glFormat, unsigned int* glType, bool* swizzle) 68 case Texture::RGBA8: 72 case Texture::BGRA8: 88 PassRefPtr<Texture> Texture::create(GraphicsContext3D* context, Format format, int width, int height [all...] |
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/ |
TextureBlender.java | 4 import com.jme3.texture.Texture;
7 * An interface for texture blending classes (the classes that mix the texture
31 * This method blends the given texture with material color and the defined
32 * color in 'map to' panel. As a result of this method a new texture is
33 * created. The input texture is NOT.
37 * @param texture
38 * the texture we use in blending
40 * the color defined for the texture
[all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/util/ |
SkyFactory.java | 12 import com.jme3.texture.Image; 13 import com.jme3.texture.Image.Format; 14 import com.jme3.texture.Texture; 15 import com.jme3.texture.TextureCubeMap; 28 * Creates a sky using the given texture (cubemap or spheremap). 31 * @param texture Texture to use for the sky 33 * to get a texture coordinate. Use Vector3f.UNIT_XYZ to not apply 35 * @param sphereMap The way the texture is use [all...] |
/packages/apps/Gallery2/src/com/android/gallery3d/glrenderer/ |
Texture.java | 20 // Texture is a rectangular image which can be drawn on GLCanvas. 21 // The isOpaque() function gives a hint about whether the texture is opaque, 24 // This is the current texture hierarchy: 26 // Texture 38 public interface Texture {
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/frameworks/base/libs/hwui/ |
TextureCache.h | 27 #include "Texture.h" 48 * A simple LRU texture cache. The cache has a maximum size expressed in bytes. 49 * Any texture added to the cache causing the cache to grow beyond the maximum 50 * allowed size will also cause the oldest texture to be kicked out. 52 class TextureCache: public OnEntryRemoved<SkBitmap*, Texture*> { 62 void operator()(SkBitmap*& bitmap, Texture*& texture); 65 * Returns the texture associated with the specified bitmap. If the texture 66 * cannot be found in the cache, a new texture is generated [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/model/shape/ |
TestCylinder.java | 40 import com.jme3.texture.Texture; 57 Texture tex = assetManager.loadTexture(key); 58 tex.setMinFilter(Texture.MinFilter.Trilinear);
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/external/jmonkeyengine/engine/src/core/com/jme3/material/ |
MatParamTexture.java | 9 import com.jme3.texture.Texture; 14 private Texture texture; field in class:MatParamTexture 17 public MatParamTexture(VarType type, String name, Texture texture, int unit) { 18 super(type, name, texture, null); 19 this.texture = texture; 26 public Texture getTextureValue() [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/helloworld/ |
HelloTerrain.java | 42 import com.jme3.texture.Texture; 43 import com.jme3.texture.Texture.WrapMode; 67 /** 1.2) Add GRASS texture into the red layer (Tex1). */ 68 Texture grass = assetManager.loadTexture( 74 /** 1.3) Add DIRT texture into the green layer (Tex2) */ 75 Texture dirt = assetManager.loadTexture( 81 /** 1.4) Add ROAD texture into the blue layer (Tex3) */ 82 Texture rock = assetManager.loadTexture [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/asset/ |
TextureKey.java | 38 import com.jme3.texture.Texture.Type; 39 import com.jme3.texture.*; 43 public class TextureKey extends AssetKey<Texture> { 50 private Texture.Type textureTypeHint=Texture.Type.TwoDimensional; 81 Texture tex = (Texture) asset; 92 Texture tex; 110 tex.setMinFilter(Texture.MinFilter.Trilinear) [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/light/ |
TestSpotLightTerrain.java | 52 import com.jme3.texture.Texture; 53 import com.jme3.texture.Texture.WrapMode; 58 * Uses the terrain's lighting texture with normal maps and lights. 118 // TERRAIN TEXTURE material 128 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png"); 131 // GRASS texture 132 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg"); 137 // DIRT texture [all...] |
/external/jmonkeyengine/engine/src/android/com/jme3/asset/ |
AndroidAssetManager.java | 37 import com.jme3.texture.Texture;
38 import com.jme3.texture.plugins.AndroidImageLoader;
91 registerLoaderSafe(com.jme3.texture.plugins.DDSLoader.class, "dds");
92 registerLoaderSafe(com.jme3.texture.plugins.PFMLoader.class, "pfm");
93 registerLoaderSafe(com.jme3.texture.plugins.HDRLoader.class, "hdr");
94 registerLoaderSafe(com.jme3.texture.plugins.TGALoader.class, "tga");
107 * Loads a texture.
112 public Texture loadTexture(TextureKey key) {
113 Texture tex = (Texture) loadAsset(key); [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestSSAO.java | 44 import com.jme3.texture.Texture; 64 Texture diff = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall.jpg"); 65 diff.setWrap(Texture.WrapMode.Repeat); 66 Texture norm = assetManager.loadTexture("Textures/Terrain/BrickWall/BrickWall_normal.jpg"); 67 norm.setWrap(Texture.WrapMode.Repeat);
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/external/webkit/Source/WebCore/platform/graphics/chromium/ |
GLES2Canvas.h | 40 #include "Texture.h" 88 void drawTexturedRect(unsigned texture, const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, ColorSpace, CompositeOperator); 90 void drawTexturedRect(Texture*, const FloatRect& srcRect, const FloatRect& dstRect, ColorSpace, CompositeOperator); 92 void drawTexturedRect(Texture*, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha, ColorSpace, CompositeOperator, bool clip); 93 Texture* createTexture(NativeImagePtr, Texture::Format, int width, int height); 94 Texture* getTexture(NativeImagePtr); 105 void drawTexturedRectTile(Texture* texture, int tile, const FloatRect& srcRect, const FloatRect& dstRect, const AffineTransform&, float alpha); 108 void convolveRect(unsigned texture, const IntSize& textureSize, const FloatRect& srcRect, const FloatRect& dstRect, float imageIncrem (…) [all...] |
VideoLayerChromium.h | 45 struct Texture { 91 Texture m_textures[3];
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/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainTestAdvanced.java | 52 import com.jme3.texture.Texture; 53 import com.jme3.texture.Texture.WrapMode; 59 * Uses the terrain's lighting texture with normal maps and lights. 95 // First, we load up our textures and the heightmap texture for the terrain 97 // TERRAIN TEXTURE material 107 Texture heightMapImage = assetManager.loadTexture("Textures/Terrain/splat/mountains512.png"); 109 // GRASS texture 110 Texture grass = assetManager.loadTexture("Textures/Terrain/splat/grass.jpg") [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/asset/ |
TestAbsoluteLocators.java | 40 import com.jme3.texture.Texture; 41 import com.jme3.texture.plugins.AWTLoader; 56 // find a texture 57 Texture tex = am.loadTexture("Textures/Terrain/Pond/Pond.jpg"); 65 throw new RuntimeException("Cannot find texture!"); 67 System.out.println("Texture loaded from Textures/Terrain/Pond/Pond.jpg");
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/external/webkit/Source/WebCore/platform/graphics/chromium/cc/ |
CCVideoLayerImpl.h | 56 void setTexture(size_t, VideoLayerChromium::Texture); 69 VideoLayerChromium::Texture m_textures[3];
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