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full:rendering
(Results
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/external/mesa3d/include/GL/
wmesa.h
76
* Create a new WMesaContext for
rendering
into a window. You must
101
* Destroy a
rendering
context as returned by WMesaCreateContext()
/external/mesa3d/src/gallium/drivers/llvmpipe/
lp_fence.c
38
* The rank will be the number of bins in the scene. Whenever a
rendering
82
* Called by the
rendering
threads to increment the fence counter.
/external/mesa3d/src/mesa/drivers/dri/intel/
intel_buffers.c
94
/* If we weren't front-buffer
rendering
before but we are now,
96
* (including the fake front) before we start
rendering
again.
/external/mesa3d/src/mesa/swrast/
s_renderbuffer.c
152
*
rendering
going on.
238
*
rendering
!
292
*
rendering
!
337
*
rendering
!
400
*
rendering
!
438
*
rendering
!
642
* Map the renderbuffers we'll use for tri/line/point
rendering
.
671
* Unmap renderbuffers after
rendering
.
/external/qemu/distrib/sdl-1.2.15/docs/man3/
SDL_SetVideoMode.3
39
Create an OpenGL
rendering
context\&. You should have previously set OpenGL video attributes with \fI\fBSDL_GL_SetAttribute\fP\fR\&.
42
Create an OpenGL
rendering
context, like above, but allow normal blitting operations\&. The screen (2D) surface may have an alpha channel, and \fI\fBSDL_UpdateRects\fP\fR must be used for updating changes to the screen surface\&.
/external/replicaisland/src/com/replica/replicaisland/
GameThread.java
25
* manages synchronization of input events, and handles the draw queue swap with the
rendering
93
// yield to the
rendering
thread, at least for the remaining frame.
/external/skia/bench/
SkBenchmark.h
98
/** If true; the benchmark does
rendering
; if false, the benchmark
99
doesn't, and so need not be re-run in every different
rendering
/frameworks/base/docs/html/training/graphics/opengl/
motion.jd
19
<li><a href="#cont-render">Enable Continuous
Rendering
</a></li>
74
<h2 id="cont-render">Enable Continuous
Rendering
</h2>
/frameworks/native/cmds/flatland/
README.txt
2
rendering
and window compositing scenarios. It is designed to be used early
17
with GPU
rendering
, those should be stopped as well (and ideally they'd be
/packages/screensavers/Basic/src/com/android/dreams/basic/
Colors.java
29
* This dream performs its
rendering
using OpenGL on a separate
rendering
thread.
/sdk/eclipse/plugins/com.android.ide.eclipse.adt/src/com/android/ide/eclipse/adt/internal/editors/layout/configuration/
TargetMenuListener.java
39
* generating the
rendering
target menu in the {@link ConfigurationChooser}.
103
// Don't show ancient
rendering
targets; they're pretty broken