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  /external/chromium_org/third_party/WebKit/Source/core/svg/
SVGImageElement.cpp 29 #include "core/rendering/RenderImageResource.h"
30 #include "core/rendering/svg/RenderSVGImage.h"
31 #include "core/rendering/svg/RenderSVGResource.h"
  /external/chromium_org/third_party/WebKit/Source/core/svg/graphics/filters/
SVGFEImage.cpp 33 #include "core/rendering/RenderObject.h"
34 #include "core/rendering/RenderTreeAsText.h"
35 #include "core/rendering/svg/SVGRenderingContext.h"
  /external/chromium_org/third_party/angle_dx11/extensions/
EGL_EXT_create_context_robustness.txt 66 Replace section 3.7.1 "Creating Rendering Contexts" from the
83 an OpenGL ES context (e.g. when the current rendering API is
103 EXT specifies the <reset notification behavior> of the rendering
  /external/chromium_org/third_party/mesa/src/docs/
modelers.html 40 </li><li><a href="http://mindseye.sourceforge.net/" target="_parent">Mindseye</a> - Rendering/Modeling
46 - photorealistic rendering
48 - .3ds rendering engine
relnotes-6.5.3.html 57 <li>GL_MAX_DRAWBUFFERS is now 4 (software rendering) so
73 <li>Fixed a number of bugs that prevented "depth-peeling" rendering from working.
80 rendering is now cast in the form of vertex buffer objects.
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/softpipe/
sp_query.c 197 * Called by rendering function to check rendering is conditional.
198 * \return TRUE if we should render, FALSE if we should skip rendering
  /external/chromium_org/third_party/mesa/src/src/glx/apple/
apple_visual.c 84 ("offscreen rendering enabled. Using kCGLPFAOffScreen\n");
92 ("Software rendering requested. Using kCGLRendererGenericFloatID.\n");
98 ("Software rendering is not being excluded. Not using kCGLPFAAccelerated.\n");
  /external/jmonkeyengine/engine/src/core/com/jme3/system/
JmeContext.java 42 * Represents a rendering context within the engine.
61 * A canvas type context makes a rendering surface available as an
153 * if any of the rendering methods in {@link Renderer} are called
  /external/jsilver/src/com/google/clearsilver/jsilver/template/
RenderingContext.java 27 * State that is shared across a template rendering.
94 * Register a macro in the current rendering context. This macro will be available to all other
116 * Returns the configured AutoEscapeOptions to be used while rendering the current template.
  /external/mesa3d/docs/
modelers.html 40 </li><li><a href="http://mindseye.sourceforge.net/" target="_parent">Mindseye</a> - Rendering/Modeling
46 - photorealistic rendering
48 - .3ds rendering engine
relnotes-6.5.3.html 57 <li>GL_MAX_DRAWBUFFERS is now 4 (software rendering) so
73 <li>Fixed a number of bugs that prevented "depth-peeling" rendering from working.
80 rendering is now cast in the form of vertex buffer objects.
  /external/mesa3d/src/gallium/drivers/softpipe/
sp_query.c 197 * Called by rendering function to check rendering is conditional.
198 * \return TRUE if we should render, FALSE if we should skip rendering
  /external/mesa3d/src/glx/apple/
apple_visual.c 84 ("offscreen rendering enabled. Using kCGLPFAOffScreen\n");
92 ("Software rendering requested. Using kCGLRendererGenericFloatID.\n");
98 ("Software rendering is not being excluded. Not using kCGLPFAAccelerated.\n");
  /external/replicaisland/
README.TXT 24 MainLoop.java is the head of the game graph that describes the Replica Island runtime. Anything managed by MainLoop will be polled once per frame, and children of MainLoop may themselves have children which will be polled. GameObjects are a specific type of game graph node that only contain GameComponents as children. GameComponents implement individual features (collision detection, animation, rendering, etc) of individual game entities. GameObjects are generally parented to GameObjectManager, which activates and deactivates its children based on their proximity to the camera. GameObjectManager is a child of MainLoop.
26 The last step in the GameThread is the rendering step. Rendering does not occur in the game thread. Instead, render commands are queued up by the game thread and then handed to a separate render thread at a synchronization point. The render thread is mostly implemented in GameRenderer.java, which is run by GLSurfaceView.java.
  /frameworks/av/libvideoeditor/lvpp/
NativeWindowRenderer.h 30 // an ANativeWindow. It can apply "rendering mode" and color effects to
31 // the frames. "Rendering mode" is the option to do resizing, cropping,
109 // It's calculated according the the rendering mode and the source and
  /frameworks/base/core/java/android/view/
HardwareLayer.java 161 * @param currentCanvas The canvas whose rendering needs to be interrupted
169 * @param currentCanvas The canvas whose rendering needs to be interrupted
176 * @param currentCanvas The canvas whose rendering needs to be resumed
  /frameworks/base/tools/layoutlib/bridge/src/android/graphics/
Typeface_Delegate.java 19 import com.android.ide.common.rendering.api.LayoutLog;
113 // There won't be any rendering before this happens anyway.
133 // There won't be any rendering before this happens anyway.
  /frameworks/native/opengl/specs/
EGL_ANDROID_recordable.txt 43 rendering to an ANativeWindow that records images to a video.
125 space conversion when rendering the frame as well as a YUV -> RGB
132 this config for normal window rendering would not have any added cost.
  /cts/tests/tests/openglperf/src/android/openglperf/cts/
GLSurfaceViewCustom.java 46 * displaying OpenGL rendering.
54 * <li>Accepts a user-provided Renderer object that does the actual rendering.
55 * <li>Renders on a dedicated thread to decouple rendering performance from the
57 * <li>Supports both on-demand and continuous rendering.
96 * A given Android device may support multiple EGLConfig rendering configurations.
117 * responsible for doing the actual OpenGL rendering.
119 * <h3>Rendering Mode</h3>
122 * {@link #setRenderMode}. The default is continuous rendering.
128 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
136 * that's running in the rendering thread. You can do this using an
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  /frameworks/base/opengl/java/android/opengl/
GLSurfaceView.java 42 * displaying OpenGL rendering.
50 * <li>Accepts a user-provided Renderer object that does the actual rendering.
51 * <li>Renders on a dedicated thread to decouple rendering performance from the
53 * <li>Supports both on-demand and continuous rendering.
92 * A given Android device may support multiple EGLConfig rendering configurations.
113 * responsible for doing the actual OpenGL rendering.
115 * <h3>Rendering Mode</h3>
118 * {@link #setRenderMode}. The default is continuous rendering.
124 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
132 * that's running in the rendering thread. You can do this using an
    [all...]
  /development/ndk/platforms/android-5/samples/hello-gl2/src/com/android/gl2jni/
GL2JNIView.java 51 * OpenGL ES 2.0 rendering into a GL Surface. Note the following important
54 * - The class must use a custom context factory to enable 2.0 rendering.
92 /* Setup the context factory for 2.0 rendering.
106 /* Set the renderer responsible for frame rendering */
144 /* This EGL config specification is used to specify 2.0 rendering.
  /external/chromium_org/third_party/WebKit/Source/core/rendering/
FixedTableLayout.cpp 23 #include "core/rendering/FixedTableLayout.h"
26 #include "core/rendering/RenderTable.h"
27 #include "core/rendering/RenderTableCell.h"
28 #include "core/rendering/RenderTableCol.h"
29 #include "core/rendering/RenderTableSection.h"
InlineBox.cpp 21 #include "core/rendering/InlineBox.h"
25 #include "core/rendering/InlineFlowBox.h"
26 #include "core/rendering/PaintInfo.h"
27 #include "core/rendering/RenderBlock.h"
28 #include "core/rendering/RootInlineBox.h"
LayoutState.cpp 27 #include "core/rendering/LayoutState.h"
30 #include "core/rendering/ColumnInfo.h"
31 #include "core/rendering/RenderInline.h"
32 #include "core/rendering/RenderLayer.h"
33 #include "core/rendering/RenderView.h"
RenderWidget.cpp 25 #include "core/rendering/RenderWidget.h"
30 #include "core/rendering/HitTestResult.h"
31 #include "core/rendering/RenderLayer.h"
32 #include "core/rendering/RenderLayerBacking.h"
33 #include "core/rendering/RenderView.h"

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