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  /external/chromium_org/third_party/mesa/src/src/mesa/swrast/
s_triangle.c 81 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
107 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
    [all...]
s_aatritemp.h 122 if (ctx->Light.ShadeModel == GL_SMOOTH) {
  /external/chromium_org/third_party/mesa/src/src/mesa/vbo/
vbo_save_draw.c 36 #include "main/light.h"
113 if (ctx->Light.ColorMaterialEnabled) {
  /external/mesa3d/src/mesa/drivers/x11/
xm_tri.c 1029 if ( ctx->Light.ShadeModel==GL_SMOOTH
1056 if ( ctx->Light.ShadeModel==GL_FLAT
    [all...]
  /external/mesa3d/src/mesa/swrast/
s_aalinetemp.h 141 if (ctx->Light.ShadeModel == GL_SMOOTH) {
s_linetemp.h 224 if (ctx->Light.ShadeModel == GL_SMOOTH) {
s_triangle.c 81 ASSERT(ctx->Light.ShadeModel==GL_FLAT); \
107 ASSERT(ctx->Light.ShadeModel==GL_SMOOTH); \
    [all...]
s_aatritemp.h 122 if (ctx->Light.ShadeModel == GL_SMOOTH) {
  /external/mesa3d/src/mesa/vbo/
vbo_save_draw.c 36 #include "main/light.h"
113 if (ctx->Light.ColorMaterialEnabled) {
  /external/jmonkeyengine/engine/src/core/com/jme3/material/
Material.java 36 import com.jme3.light.*;
620 Light l = lightList.get(j);
630 * Uploads the lights in the light list as two uniform arrays.<br/><br/>
633 * // g_LightColor.rgb is the diffuse/specular color of the light.<br/>
634 * // g_Lightcolor.a is the type of light, 0 = Directional, 1 = Point, <br/>
638 * // g_LightPosition.xyz is the position of the light (for point lights)<br/>
639 * // or the direction of the light (for directional lights).<br/>
640 * // g_LightPosition.w is the inverse radius (1/r) of the light (for attenuation) <br/>
666 Light l = lightList.get(i);
697 // skip this light. Does not increase lightInde
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  /external/jmonkeyengine/engine/src/core/com/jme3/scene/
Spatial.java 39 import com.jme3.light.Light;
40 import com.jme3.light.LightList;
119 protected static final int RF_TRANSFORM = 0x01, // need light resort + combine transforms
121 RF_LIGHTLIST = 0x04; // changes in light lists
294 * {@link #addLight(com.jme3.light.Light) } and
295 * {@link #removeLight(com.jme3.light.Light) } methods.
297 * @return The local light lis
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  /external/chromium_org/third_party/mesa/src/src/mesa/main/
ff_fragment_shader.cpp 84 if (ctx->Light.Enabled &&
85 (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))
355 if (ctx->Light.Enabled) {
    [all...]
  /external/mesa3d/src/mesa/main/
ff_fragment_shader.cpp 84 if (ctx->Light.Enabled &&
85 (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR))
355 if (ctx->Light.Enabled) {
    [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
brw_vs.c 410 key.clamp_vertex_color = ctx->Light._ClampVertexColor;
  /external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/nouveau/
nv10_state_frag.c 341 if (ctx->Fog.ColorSumEnabled || ctx->Light.Enabled) {
  /external/chromium_org/third_party/skia/src/sfnt/
SkOTTable_OS_2_V1.h 28 ((Light, SkTEndian_SwapBE16(300)))
SkOTTable_OS_2_V2.h 28 ((Light, SkTEndian_SwapBE16(300)))
SkOTTable_OS_2_V3.h 28 ((Light, SkTEndian_SwapBE16(300)))
  /external/chromium_org/third_party/skia/src/views/
SkWidgets.cpp 242 SkEmbossMaskFilter::Light light; local
244 light.fDirection[0] = SK_Scalar1/2;
245 light.fDirection[1] = SK_Scalar1/2;
246 light.fDirection[2] = SK_Scalar1/3;
247 light.fAmbient = 0x48;
248 light.fSpecular = 0x80;
252 light.fDirection[0] = -light.fDirection[0];
253 light.fDirection[1] = -light.fDirection[1]
    [all...]
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vs.c 410 key.clamp_vertex_color = ctx->Light._ClampVertexColor;
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nv10_state_frag.c 341 if (ctx->Fog.ColorSumEnabled || ctx->Light.Enabled) {
  /external/skia/src/sfnt/
SkOTTable_OS_2_V1.h 28 ((Light, SkTEndian_SwapBE16(300)))
SkOTTable_OS_2_V2.h 28 ((Light, SkTEndian_SwapBE16(300)))
SkOTTable_OS_2_V3.h 28 ((Light, SkTEndian_SwapBE16(300)))
  /external/skia/src/views/
SkWidgets.cpp 242 SkEmbossMaskFilter::Light light; local
244 light.fDirection[0] = SK_Scalar1/2;
245 light.fDirection[1] = SK_Scalar1/2;
246 light.fDirection[2] = SK_Scalar1/3;
247 light.fAmbient = 0x48;
248 light.fSpecular = 0x80;
252 light.fDirection[0] = -light.fDirection[0];
253 light.fDirection[1] = -light.fDirection[1]
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