/external/jmonkeyengine/engine/src/test/jme3test/bullet/ |
TestBrickTower.java | 61 import com.jme3.texture.Texture; 62 import com.jme3.texture.Texture.WrapMode; 197 Texture tex = assetManager.loadTexture(key); 203 Texture tex2 = assetManager.loadTexture(key2); 209 Texture tex3 = assetManager.loadTexture(key3);
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TestBrickWall.java | 56 import com.jme3.texture.Texture;
57 import com.jme3.texture.Texture.WrapMode;
170 Texture tex = assetManager.loadTexture(key);
176 Texture tex2 = assetManager.loadTexture(key2);
182 Texture tex3 = assetManager.loadTexture(key3);
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/external/jmonkeyengine/engine/src/test/jme3test/helloworld/ |
HelloPhysics.java | 50 import com.jme3.texture.Texture;
51 import com.jme3.texture.Texture.WrapMode;
138 Texture tex = assetManager.loadTexture(key);
144 Texture tex2 = assetManager.loadTexture(key2);
150 Texture tex3 = assetManager.loadTexture(key3);
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/external/jmonkeyengine/engine/src/test/jme3test/terrain/ |
TerrainGridTest.java | 26 import com.jme3.texture.Texture; 27 import com.jme3.texture.Texture.WrapMode; 59 // TERRAIN TEXTURE material 63 // regionXColorMap: X = 1..4 the texture that should be appliad to state X 67 // regionX.z: the texture scale for the region 69 // slopeColorMap: the texture to be used for cliffs, and steep mountain sites 70 // slopeTileFactor: the texture scale for slopes 71 // terrainSize: the total size of the terrain (used for scaling the texture) [all...] |
TerrainGridTileLoaderTest.java | 24 import com.jme3.texture.Texture; 25 import com.jme3.texture.Texture.WrapMode; 57 // TERRAIN TEXTURE material 61 // regionXColorMap: X = 1..4 the texture that should be appliad to state X 65 // regionX.z: the texture scale for the region 67 // slopeColorMap: the texture to be used for cliffs, and steep mountain sites 68 // slopeTileFactor: the texture scale for slopes 69 // terrainSize: the total size of the terrain (used for scaling the texture) [all...] |
/external/jmonkeyengine/engine/src/android/jme3test/android/ |
SimpleTexturedTest.java | 22 import com.jme3.texture.Texture; 54 Texture texture = assetManager.loadTexture(new TextureKey("Interface/Logo/Monkey.jpg")); local 55 Texture textureMonkey = assetManager.loadTexture(new TextureKey("Interface/Logo/Monkey.jpg")); 66 material.setTexture("DiffuseMap", texture); 76 material.setTexture("ColorMap", texture);
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/external/jmonkeyengine/engine/src/core/com/jme3/renderer/ |
Caps.java | 36 import com.jme3.texture.FrameBuffer; 37 import com.jme3.texture.FrameBuffer.RenderBuffer; 38 import com.jme3.texture.Image; 39 import com.jme3.texture.Image.Format; 40 import com.jme3.texture.Texture; 76 * Supports texture multi-sampling 163 * Supports texture arrays 168 * Supports texture buffers 209 * support for ATI's 3Dc texture compression [all...] |
/external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/ |
TranslucentBucketFilter.java | 19 import com.jme3.texture.FrameBuffer; 20 import com.jme3.texture.Texture; 21 import com.jme3.texture.Texture2D; 35 private Texture depthTexture; 54 material.setTexture("Texture", tex); 76 protected void setDepthTexture(Texture depthTexture) { 84 * Override this method and return false if your Filter does not need the scene texture
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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/matext/ |
MaterialExtensionLoader.java | 42 import com.jme3.texture.Texture; 43 import com.jme3.texture.Texture.WrapMode; 44 import com.jme3.texture.Texture2D; 79 Texture tex;
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
TestTexture3D.java | 5 package jme3test.texture; 18 import com.jme3.texture.Image; 19 import com.jme3.texture.Image.Format; 20 import com.jme3.texture.Texture; 21 import com.jme3.texture.Texture3D; 57 //apply new texture coordinates 62 //create geometry, and apply material and our 3D texture 64 Material material = new Material(assetManager, "jme3test/texture/tex3D.j3md"); 66 Texture texture = this.getTexture() local [all...] |
/packages/apps/Gallery2/src/com/android/gallery3d/ui/ |
AbstractSlotRenderer.java | 27 import com.android.gallery3d.glrenderer.Texture; 47 Texture content, int width, int height, int rotation) { 114 protected static void drawFrame(GLCanvas canvas, Rect padding, Texture frame,
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/external/chromium_org/third_party/mesa/src/src/mesa/swrast/ |
s_triangle.c | 80 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\ 106 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \ 128 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 136 const GLubyte *texture = (const GLubyte *) swImg->Map; \ 140 if (!rb || !texture) { \ 154 rgba[i][RCOMP] = texture[pos+2]; \ 155 rgba[i][GCOMP] = texture[pos+1]; \ 156 rgba[i][BCOMP] = texture[pos+0]; \ 186 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 194 const GLubyte *texture = (const GLubyte *) swImg->Map; 244 const GLchan *texture; member in struct:affine_info 600 const GLchan *texture; member in struct:persp_info [all...] |
s_fragprog.c | 49 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel' 82 const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; 91 swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current, 115 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 140 swrast->TextureSample[unit](ctx, samp, ctx->Texture.Unit[unit]._Current,
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s_texture.c | 25 * Functions for mapping/unmapping texture images. 121 /* scale = 1.0 since texture coords directly map to texels */ 172 * Map a 2D slice of a texture image into user space. 176 * \param texImage the texture image 177 * \param slice the 3D image slice or array texture slice 295 GLbitfield enabledUnits = ctx->Texture._EnabledUnits; 297 /* loop over enabled texture units */ 300 struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; 315 GLbitfield enabledUnits = ctx->Texture._EnabledUnits; 317 /* loop over enabled texture units * [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/asset/ |
DesktopAssetManager.java | 43 import com.jme3.texture.Texture;
320 * Loads a texture.
324 public Texture loadTexture(TextureKey key){
325 return (Texture) loadAsset(key);
333 * Loads a texture.
336 * @param generateMipmaps Enable if applying texture to 3D objects, disable
340 public Texture loadTexture(String name, boolean generateMipmaps){
347 public Texture loadTexture(String name, boolean generateMipmaps, boolean flipY, boolean asCube, int aniso){
355 public Texture loadTexture(String name){ [all...] |
/external/mesa3d/src/mesa/swrast/ |
s_triangle.c | 80 ASSERT(ctx->Texture._EnabledCoordUnits == 0);\ 106 ASSERT(ctx->Texture._EnabledCoordUnits == 0); \ 128 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 136 const GLubyte *texture = (const GLubyte *) swImg->Map; \ 140 if (!rb || !texture) { \ 154 rgba[i][RCOMP] = texture[pos+2]; \ 155 rgba[i][GCOMP] = texture[pos+1]; \ 156 rgba[i][BCOMP] = texture[pos+0]; \ 186 ctx->Texture.Unit[0].CurrentTex[TEXTURE_2D_INDEX]; \ 194 const GLubyte *texture = (const GLubyte *) swImg->Map; 244 const GLchan *texture; member in struct:affine_info 600 const GLchan *texture; member in struct:persp_info [all...] |
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/ |
TextureGeneratorNoise.java | 37 import com.jme3.texture.Image; 38 import com.jme3.texture.Image.Format; 39 import com.jme3.texture.Texture; 40 import com.jme3.texture.Texture3D; 46 * This class generates the 'noise' texture. 61 protected Texture generate(Structure tex, int width, int height, int depth, BlenderContext blenderContext) {
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/external/jmonkeyengine/engine/src/core/com/jme3/system/ |
NullRenderer.java | 46 import com.jme3.texture.FrameBuffer; 47 import com.jme3.texture.Image; 48 import com.jme3.texture.Texture; 128 public void setTexture(int unit, Texture tex) {
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/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/grid/ |
ImageTileLoader.java | 16 import com.jme3.texture.Texture; 90 final Texture texture = assetManager.loadTexture(new TextureKey(name)); local 91 heightmap = new ImageBasedHeightMap(texture.getImage());
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/external/jmonkeyengine/engine/src/test/jme3test/post/ |
TestCartoonEdge.java | 49 import com.jme3.texture.Texture; 80 Texture t = assetManager.loadTexture("Textures/ColorRamp/toon.png"); 81 // t.setMinFilter(Texture.MinFilter.NearestNoMipMaps); 82 // t.setMagFilter(Texture.MagFilter.Nearest);
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/external/replicaisland/src/com/replica/replicaisland/ |
MotionBlurComponent.java | 32 public Texture texture; field in class:MotionBlurComponent.BlurRecord 50 mHistory[x].texture = null; 70 Texture currentTexture = drawable.getTexture(); 72 mHistory[mCurrentStep].texture = currentTexture; 95 if (record.texture != null) { 97 stepImage.setTexture(record.texture);
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/frameworks/base/libs/hwui/ |
TextDropShadowCache.h | 28 #include "Texture.h" 116 * Alpha texture used to represent a shadow. 118 struct ShadowTexture: public Texture { 119 ShadowTexture(Caches& caches): Texture(caches) { 136 void operator()(ShadowText& text, ShadowTexture*& texture);
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/external/chromium_org/content/browser/aura/ |
reflector_impl.h | 29 // to the texture, then draw it onto the mirroring compositor. 68 // the sub image given by |rect| to the texture.This must be called 72 // Create a shared texture that will be used to copy the content of 117 scoped_refptr<ui::Texture> shared_texture_;
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/ |
TextureBlenderAWT.java | 9 import com.jme3.texture.Image;
10 import com.jme3.texture.Texture;
11 import com.jme3.texture.Texture2D;
12 import com.jme3.texture.Texture3D;
13 import com.jme3.texture.Image.Format;
17 * The class that is responsible for blending the following texture types:
42 public Texture blend(float[] materialColor, Texture texture, float[] color, float affectFactor, int blendType, boolean neg, BlenderContext blenderContext) { [all...] |
/external/jmonkeyengine/engine/src/core-plugins/com/jme3/font/plugins/ |
BitmapFontLoader.java | 42 import com.jme3.texture.Texture; 85 // number of texture pages 92 Texture tex = null; 106 tex.setMagFilter(Texture.MagFilter.Bilinear); 107 tex.setMinFilter(Texture.MinFilter.BilinearNoMipMaps);
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