/external/clang/test/Index/ |
print-bitwidth.c | 10 unsigned light : 1; member in struct:X 22 // CHECK: FieldDecl=light:10:12 (Definition) bitwidth=1
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/external/jmonkeyengine/engine/src/core/com/jme3/light/ |
AmbientLight.java | 1 package com.jme3.light; 6 * An ambient light adds a constant color to the scene. 10 * multiplied by the ambient light color to get the final ambient color of 15 public class AmbientLight extends Light {
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DirectionalLight.java | 33 package com.jme3.light; 44 * <code>DirectionalLight</code> is a light coming from a certain direction in world space. 45 * E.g sun or moon light. 50 public class DirectionalLight extends Light { 60 * Returns the direction vector of the light. 62 * @return The direction vector of the light. 71 * Sets the direction of the light. 73 * Represents the vector direction the light is coming from. 74 * (1, 0, 0) would represent a directional light coming from the X axis. 76 * @param dir the direction of the light [all...] |
PointLight.java | 32 package com.jme3.light;
44 * Represents a point light.
45 * A point light emits light from a given position into all directions in space.
46 * E.g a lamp or a bright effect. Point light positions are in world space.
49 * can be used to attenuate the influence of the light depending on the
50 * distance between the light and the effected object.
53 public class PointLight extends Light {
70 * Returns the world space position of the light.
72 * @return the world space position of the light. [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/light/ |
TestManyLights.java | 33 package jme3test.light;
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TestEnvironmentMapping.java | 1 package jme3test.light;
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TestLightNode.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight; 67 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 79 Geometry lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
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TestLightRadius.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight; 66 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 78 lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
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TestSimpleLighting.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight; 63 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 84 lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
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TestTangentGenBadUV.java | 33 package jme3test.light; 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.PointLight; 89 lightMdl = new Geometry("Light", new Sphere(10, 10, 0.1f));
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/external/qemu/android/protocol/ |
ui-commands.h | 41 char light[0]; member in struct:UICmdChangeDispBrightness
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/external/jmonkeyengine/engine/src/test/jme3test/animation/ |
TestCameraMotionPath.java | 44 import com.jme3.light.DirectionalLight; 123 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 129 Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 144 DirectionalLight light = new DirectionalLight(); local 145 light.setDirection(new Vector3f(0, -1, 0).normalizeLocal()); 146 light.setColor(ColorRGBA.White.mult(1.5f)); 147 rootNode.addLight(light);
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TestMotionPath.java | 43 import com.jme3.light.DirectionalLight; 116 Material mat = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 122 Material matSoil = new Material(assetManager, "Common/MatDefs/Light/Lighting.j3md"); 138 DirectionalLight light = new DirectionalLight(); local 139 light.setDirection(new Vector3f(0, -1, 0).normalizeLocal()); 140 light.setColor(ColorRGBA.White.mult(1.5f)); 141 rootNode.addLight(light);
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/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestBloom.java | 39 import com.jme3.light.DirectionalLight; 76 Material mat = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); 86 Material matSoil = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); 110 DirectionalLight light=new DirectionalLight(); local 111 light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); 112 light.setColor(ColorRGBA.White.mult(1.5f)); 113 rootNode.addLight(light);
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TestCrossHatch.java | 39 import com.jme3.light.DirectionalLight; 76 Material mat = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); 86 Material matSoil = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); 110 DirectionalLight light=new DirectionalLight(); local 111 light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); 112 light.setColor(ColorRGBA.White.mult(1.5f)); 113 rootNode.addLight(light);
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TestPosterization.java | 39 import com.jme3.light.DirectionalLight; 76 Material mat = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); 86 Material matSoil = new Material(assetManager,"Common/MatDefs/Light/Lighting.j3md"); 110 DirectionalLight light=new DirectionalLight(); local 111 light.setDirection(new Vector3f(-1, -1, -1).normalizeLocal()); 112 light.setColor(ColorRGBA.White.mult(1.5f)); 113 rootNode.addLight(light);
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
TestTexture3D.java | 9 import com.jme3.light.PointLight; 73 //add some light so that it is visible 74 PointLight light = new PointLight(); local 75 light.setColor(ColorRGBA.White); 76 light.setPosition(new Vector3f(5, 5, 5)); 77 light.setRadius(20); 78 rootNode.addLight(light); 79 light = new PointLight(); 80 light.setColor(ColorRGBA.White); 81 light.setPosition(new Vector3f(-5, -5, -5)) [all...] |
/external/chromium_org/third_party/skia/include/effects/ |
SkLightingImageFilter.h | 77 SkLightingImageFilter(SkLight* light, 83 const SkLight* light() const { return fLight; } function in class:SkLightingImageFilter
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/external/chromium_org/third_party/skia/src/effects/ |
SkEmbossMaskFilter.cpp | 39 SkEmbossMaskFilter::Light light; local 41 memcpy(light.fDirection, direction, sizeof(light.fDirection)); 42 light.fAmbient = SkToU8(am); 43 light.fSpecular = SkToU8(sp); 45 return SkNEW_ARGS(SkEmbossMaskFilter, (light, blurRadius)); 59 SkEmbossMaskFilter::SkEmbossMaskFilter(const Light& light, SkScalar blurRadius) 60 : fLight(light), fBlurRadius(blurRadius) 100 Light light = fLight; local [all...] |
/external/skia/include/effects/ |
SkLightingImageFilter.h | 77 SkLightingImageFilter(SkLight* light, 83 const SkLight* light() const { return fLight; } function in class:SkLightingImageFilter
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/external/skia/src/effects/ |
SkEmbossMaskFilter.cpp | 39 SkEmbossMaskFilter::Light light; local 41 memcpy(light.fDirection, direction, sizeof(light.fDirection)); 42 light.fAmbient = SkToU8(am); 43 light.fSpecular = SkToU8(sp); 45 return SkNEW_ARGS(SkEmbossMaskFilter, (light, blurRadius)); 59 SkEmbossMaskFilter::SkEmbossMaskFilter(const Light& light, SkScalar blurRadius) 60 : fLight(light), fBlurRadius(blurRadius) 100 Light light = fLight; local [all...] |
/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainGridTest.java | 15 import com.jme3.light.DirectionalLight; 121 DirectionalLight light = new DirectionalLight(); local 122 light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize()); 123 rootNode.addLight(light);
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TerrainTest.java | 39 import com.jme3.light.DirectionalLight; 40 import com.jme3.light.PointLight; 168 DirectionalLight light = new DirectionalLight(); local 169 light.setDirection((new Vector3f(-0.5f, -1f, -0.5f)).normalize()); 170 rootNode.addLight(light);
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/device/lge/hammerhead/libsensors/ |
sensors.cpp | 52 .name = "Light Sensor", 128 light, enumerator in enum:sensors_poll_context_t::__anon2018 163 return light; 214 mSensor[light] = new LightSensor(); 215 mPollFds[light].fd = mSensor[light]->getFd(); 216 mPollFds[light].events = POLLIN; 217 mPollFds[light].revents = 0; 224 if (mPollFds[light].fd < 0 || mPollFds[proximity].fd < 0) {
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/external/chromium_org/third_party/mesa/src/src/mesa/tnl/ |
t_vb_lighttmp.h | 53 GLfloat (*base)[3] = ctx->Light._BaseColor; 77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 91 struct gl_light *light; local 95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 109 /* Add contribution from each enabled light source */ 110 foreach (light, &ctx->Light.EnabledList) { 116 GLfloat VP[3]; /* unit vector from vertex to light */ 269 struct gl_light *light; local 423 const struct gl_light *light = ctx->Light.EnabledList.next; local 534 const struct gl_light *light; local [all...] |