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  /frameworks/base/tests/TransitionTests/res/transition/
my_scene.xml 0 <scene >
3 </scene
username_taken_scene.xml 0 <scene xmlns:android="http://schemas.android.com/apk/res/android"
  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
SceneGraphVisitor.java 1 package com.jme3.scene;
4 * <code>SceneGraphVisitorAdapter</code> is used to traverse the scene
6 * Use by calling {@link Spatial#depthFirstTraversal(com.jme3.scene.SceneGraphVisitor) }
7 * or {@link Spatial#breadthFirstTraversal(com.jme3.scene.SceneGraphVisitor)}.
11 * Called when a spatial is visited in the scene graph.
package.html 10 The <code>com.jme3.input</code> package contains the scene graph implementation
14 The scene graph is the most important package in jME, as it is the API
15 used to manage scene elements so that they can be rendered.
16 The {@link com.jme3.scene.Spatial} class provides a common base class
17 for all scene graph elements. The {@link com.jme3.scene.Node} class provides
19 hierarchy. The {@link com.jme3.scene.Geometry} is the leaf class that
20 will contain a {@link com.jme3.scene.Mesh} object (geometry data
21 such as vertex positions, normals, etc) and a {@link com.jme3.scene.Material}
SceneGraphVisitorAdapter.java 1 package com.jme3.scene;
4 * <code>SceneGraphVisitorAdapter</code> is used to traverse the scene
8 * Use by calling {@link Spatial#depthFirstTraversal(com.jme3.scene.SceneGraphVisitor) }
9 * or {@link Spatial#breadthFirstTraversal(com.jme3.scene.SceneGraphVisitor)}.
  /frameworks/base/core/java/android/transition/
Scene.java 26 * A scene represents the collection of values that various properties in the
27 * View hierarchy will have when the scene is applied. A Scene can be
30 * scene change.
32 public final class Scene {
41 * Returns a Scene described by the resource file associated with the given
42 * <code>layoutId</code> parameter. If such a Scene has already been created for
43 * the given <code>sceneRoot</code>, that same Scene will be returned.
48 * @param sceneRoot The root of the hierarchy in which scene changes
53 * @return The scene for the given root and layout i
62 Scene scene = scenes.get(layoutId); local
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TransitionManager.java 31 * change of {@link Scene}. To use the manager, add scenes along with
32 * transition objects with calls to {@link #setTransition(Scene, Transition)}
33 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific
34 * transitions for scene changes is not required; by default, a Scene change
36 * situations. Specifying other transitions for particular scene changes is
44 * that transition to the from/to scene information in that tag.
45 * For example, here is a resource file that declares several scene
52 * creating a scene from a layout in code by callin
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package.html 6 <p>A <b>Scene</b> is an encapsulation of the state of a view hierarchy,
8 and otherwise) that those views have. A scene can be defined by a layout hierarchy
9 directly or by code which sets up the scene dynamically as it is entered.</p>
12 when a new scene is entered. Some transition capabilities are automatic. That
13 is, entering a scene may cause animations to run which fade out views that
17 to take place during particular scene changes. Finally, developers can
22 scene changes, and to cause scene changes with specific transitions to
  /external/ceres-solver/data/libmv-ba-problems/
Readme.txt 3 - problem_01.bin is a final camera motion refinement step of 07_1a scene.
4 - problem_02.bin is a final camera motion refinement step of 03_2a scene.
5 - problem_03.bin is a final camera motion refinement step of 09_1a scene.
  /external/chromium_org/third_party/mesa/src/src/gallium/drivers/llvmpipe/
lp_scene.c 50 * Create a new scene object.
56 struct lp_scene *scene = CALLOC_STRUCT(lp_scene); local
57 if (!scene)
60 scene->pipe = pipe;
62 scene->data.head =
65 pipe_mutex_init(scene->mutex);
67 return scene;
72 * Free all data associated with the given scene, and the scene itself.
75 lp_scene_destroy(struct lp_scene *scene)
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lp_scene.h 56 /* Scene temporary storage is clamped to this size:
60 /* The maximum amount of texture storage referenced by a scene is
106 * within a scene.
112 * initiate a scene without relying on malloc succeeding.
142 /** the framebuffer to render the scene into */
145 /** list of resources referenced by the scene commands */
148 /** Total memory used by the scene (in bytes). This sums all the
150 * other random allocations within the scene.
154 /** Sum of sizes of all resources referenced by the scene. Sums
155 * all the textures read by the scene
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lp_scene_queue.c 30 * Scene queue. We'll use two queues. One contains "full" scenes which
32 * which are produced by the "rast" code when it finishes rendering a scene.
45 struct lp_scene *scene; member in struct:scene_packet
58 /** Allocate a new scene queue */
79 /** Delete a scene queue */
95 packet.scene = NULL;
104 return packet.scene;
110 lp_scene_enqueue(struct lp_scene_queue *queue, struct lp_scene *scene)
116 packet.scene = scene;
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  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_scene.c 50 * Create a new scene object.
56 struct lp_scene *scene = CALLOC_STRUCT(lp_scene); local
57 if (!scene)
60 scene->pipe = pipe;
62 scene->data.head =
65 pipe_mutex_init(scene->mutex);
67 return scene;
72 * Free all data associated with the given scene, and the scene itself.
75 lp_scene_destroy(struct lp_scene *scene)
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lp_scene.h 56 /* Scene temporary storage is clamped to this size:
60 /* The maximum amount of texture storage referenced by a scene is
106 * within a scene.
112 * initiate a scene without relying on malloc succeeding.
142 /** the framebuffer to render the scene into */
145 /** list of resources referenced by the scene commands */
148 /** Total memory used by the scene (in bytes). This sums all the
150 * other random allocations within the scene.
154 /** Sum of sizes of all resources referenced by the scene. Sums
155 * all the textures read by the scene
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lp_scene_queue.c 30 * Scene queue. We'll use two queues. One contains "full" scenes which
32 * which are produced by the "rast" code when it finishes rendering a scene.
45 struct lp_scene *scene; member in struct:scene_packet
58 /** Allocate a new scene queue */
79 /** Delete a scene queue */
95 packet.scene = NULL;
104 return packet.scene;
110 lp_scene_enqueue(struct lp_scene_queue *queue, struct lp_scene *scene)
116 packet.scene = scene;
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/mesh/
package.html 10 The <code>com.jme3.scene.mesh</code> package contains utilities
11 for reading from {@link com.jme3.scene.mesh.IndexBuffer index buffers}.
12 Several implementations are provided of the {@link com.jme3.scene.mesh.IndexBuffer}
15 <li>{@link com.jme3.scene.mesh.IndexByteBuffer} - For reading 8-bit index buffers</li>
16 <li>{@link com.jme3.scene.mesh.IndexShortBuffer} - For reading 16-bit index buffers</li>
17 <li>{@link com.jme3.scene.mesh.IndexIntBuffer} - For reading 32-bit index buffers</li>
18 <li>{@link com.jme3.scene.mesh.VirtualIndexBuffer} - For reading "virtual indices", for
20 <li>{@link com.jme3.scene.mesh.WrappedIndexBuffer} - For converting from
  /frameworks/base/tests/TransitionTests/src/com/android/transitiontests/
LoginActivityFromResources.java 22 import android.transition.Scene;
30 Scene mCurrentScene;
32 Scene mLoginScene, mPasswordScene, mIncorrectPasswordScene, mSuccessScene, mUsernameTakenScene,
44 public void applyScene(Scene scene) {
45 mTransitionManager.transitionTo(scene);
46 mCurrentScene = scene;
53 mLoginScene = Scene.getSceneForLayout(mSceneRoot, R.layout.activity_login, this);
54 mPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layout.login_password, this);
55 mIncorrectPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layou
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ResourceLoadingTest.java 22 import android.transition.Scene;
57 Scene loadedScene = new Scene(mSceneRoot);
62 System.out.println("Problem loading scene resource: " + e);
66 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.search_screen, this); local
67 mTransitionManager.transitionTo(scene);
70 Scene scene = Scene.getSceneForLayout(mSceneRoot, R.layout.results_screen, this) local
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LoginActivity.java 22 import android.transition.Scene;
34 Scene mCurrentScene;
36 Scene mLoginScene, mPasswordScene, mIncorrectPasswordScene, mSuccessScene, mUsernameTakenScene,
46 mLoginScene = Scene.getSceneForLayout(mSceneRoot, R.layout.activity_login, this);
47 mPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layout.login_password, this);
48 mIncorrectPasswordScene = Scene.getSceneForLayout(mSceneRoot, R.layout.incorrect_password, this);
49 mUsernameTakenScene = Scene.getSceneForLayout(mSceneRoot, R.layout.username_taken, this);
50 mSuccessScene = Scene.getSceneForLayout(mSceneRoot, R.layout.success, this);
51 mNewUserScene = Scene.getSceneForLayout(mSceneRoot, R.layout.new_user, this);
75 public void applyScene(Scene scene)
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InterruptionTest.java 23 import android.transition.Scene;
31 private Scene mScene1;
32 private Scene mScene2;
33 private Scene mScene3;
34 private Scene mScene4;
45 mScene1 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_1, this);
46 mScene2 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_2, this);
47 mScene3 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_3, this);
48 mScene4 = Scene.getSceneForLayout(sceneRoot, R.layout.interruption_inner_4, this);
  /device/generic/goldfish/camera/fake-pipeline2/
Scene.cpp 22 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/control/
package.html 11 {@link com.jme3.scene.control.Control controls}.
12 Controls represent the "logical" programming of scene graph elements, containing
13 callbacks for when a {@link com.jme3.scene.Spatial} is rendered or updated
  /cts/suite/cts/deviceTests/opengl/jni/reference/scene/
Scene.cpp 14 #include "Scene.h"
21 Scene::Scene(int width, int height) :
25 bool Scene::setUpContext() {
45 bool Scene::tearDown() {
65 bool Scene::update(int frame) {
67 // Delete the old scene graphs.
75 void Scene::drawSceneGraph(int index) {
  /external/jmonkeyengine/engine/src/core/com/jme3/asset/
Desktop.cfg 15 LOADER com.jme3.scene.plugins.OBJLoader : obj
16 LOADER com.jme3.scene.plugins.MTLLoader : mtl
17 LOADER com.jme3.scene.plugins.ogre.MeshLoader : meshxml, mesh.xml
18 LOADER com.jme3.scene.plugins.ogre.SkeletonLoader : skeletonxml, skeleton.xml
19 LOADER com.jme3.scene.plugins.ogre.MaterialLoader : material
20 LOADER com.jme3.scene.plugins.ogre.SceneLoader : scene
21 LOADER com.jme3.scene.plugins.blender.BlenderModelLoader : blend
  /external/jmonkeyengine/engine/src/test/jme3test/tools/
TestTextureAtlas.java 39 import com.jme3.scene.Geometry;
40 import com.jme3.scene.Node;
41 import com.jme3.scene.Spatial;
42 import com.jme3.scene.shape.Quad;
55 Node scene = new Node("Scene"); local
56 Spatial obj1 = assetManager.loadModel("Models/Ferrari/Car.scene");
66 scene.attachChild(obj1);
67 scene.attachChild(obj2);
68 scene.attachChild(obj3)
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