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full:rendering
(Results
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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
[
all
...]
/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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