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  /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);
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);
  /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);
  /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);
  /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
  /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;
  /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,
  /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,
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 *
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  /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) {
  /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) {
  /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());
  /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);
  /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);
  /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);
  /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_;
  /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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