HomeSort by relevance Sort by last modified time
    Searched full:rendering (Results 476 - 500 of 3185) sorted by null

<<11121314151617181920>>

  /external/jmonkeyengine/engine/src/core/com/jme3/system/
SystemListener.java 43 * is called in the GL/Rendering thread so any GL-dependent resources
96 * in the GL/Rendering thread.
  /external/jmonkeyengine/engine/src/test/jme3test/post/
TestFBOPassthrough.java 104 //do FBO rendering
112 //go back to default rendering and let
  /external/jsilver/src/com/google/clearsilver/jsilver/adaptor/
JSilverFactory.java 30 * ClearsilverFactory that adapts JSilver for use as any HDF/CS rendering engine.
63 * @param jSilver existing instance of JSilver to use for parsing and rendering.
  /external/mesa3d/docs/
MESA_swap_control.spec 107 GLXContext or if the current context is not a direct rendering context.
111 None. This extension only extends to direct rendering contexts.
autoconf.html 149 It uses Xlib as a software renderer to do all rendering. It corresponds
155 accelerated OpenGL rendering. Enable the DRI drivers with the option
173 libGL and the X.Org xserver GLX module to do software rendering, so you
177 <dd><p> Disable direct rendering in
178 GLX. Normally, direct hardware rendering through the DRI drivers and
179 indirect software rendering are enabled in GLX. This option disables
180 direct rendering entirely. It can be useful on architectures where
195 (OSMesa) library. See the <a href="osmesa.html">Off-Screen Rendering</a>
relnotes-7.0.2.html 48 <li>Fixed problem with large glDrawArrays calls and indirect rendering (bug 12141)
51 <li>Fixed X server crash caused by multiple indirect rendering clients
relnotes-7.0.3.html 37 <li>Two-sided stencil test didn't work in software rendering
43 <li>Fixed GLX indirect vertex array rendering bug (14197)
relnotes-7.4.1.html 49 <li>Fixed point rendering in software rasterizer
51 <li>Fix a couple bugs surrounding front-buffer rendering with DRI2, but this
  /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.
  /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
  /sdk/eclipse/plugins/com.android.ide.eclipse.adt/src/com/android/ide/eclipse/adt/internal/project/
FolderDecorator.java 97 // No state change will affect the rendering.
102 // No state change will affect the rendering.
  /development/samples/VoicemailProviderDemo/
_index.html 21 provider. The platform would then take care of notification and rendering of the
  /external/chromium/chrome/browser/
tab_closeable_state_watcher.h 31 // - rendering tab to determine if close button should be drawn
  /external/chromium/chrome/browser/ui/gtk/
rounded_window.h 37 // rendering, use SetRoundedWindowExposeFunction() instead. |rounded_edges|
  /external/chromium_org/android_webview/public/browser/
draw_sw.h 28 // from a Java canvas object, for optimized rendering path.
  /external/chromium_org/cc/output/
renderer.h 70 // Waits for rendering to finish.
  /external/chromium_org/cc/trees/
layer_tree_host_client.h 40 // rendering, this must return a provider that provides contexts usable from

Completed in 921 milliseconds

<<11121314151617181920>>