Home | History | Annotate | Download | only in resources

Lines Matching defs:tiles

96     TileVector tiles;
108 tiles.push_back(tile);
110 return tiles;
122 int AssignedMemoryCount(const TileVector& tiles) {
124 for (TileVector::const_iterator it = tiles.begin(); it != tiles.end();
158 // A few tiles of each type of priority, with enough memory for all tiles.
178 // A few tiles of each type of priority, with enough memory for all tiles,
199 // A few low-res tiles required for activation, with enough memory for all
200 // tiles.
212 // A few tiles of each type of priority, with enough memory for all tiles,
233 // A few tiles of each type of priority, with enough memory for all tiles,
254 // 5 tiles on active tree eventually bin, 5 tiles on pending tree that are
255 // required for activation, but only enough memory for 8 tiles. The result
256 // is all pending tree tiles get memory, and 3 of the active tree tiles
257 // get memory. None of these tiles is needed to avoid calimity (flickering or
278 // 5 tiles on active tree eventually bin, 5 tiles on pending tree now bin,
279 // but only enough memory for 8 tiles. The result is all active tree tiles
280 // get memory, and 3 of the pending tree tiles get memory.
281 // The pending tiles are not needed to avoid calimity (flickering or
282 // raster-on-demand) and the active tiles fit, so the soft limit is used.
297 // 10 tiles on active tree eventually bin, 10 tiles on pending tree that are
298 // required for activation, but only enough tiles for 4 tiles. The result
299 // is 4 pending tree tiles get memory, and none of the active tree tiles
320 // Pending tiles are now required to avoid calimity (flickering or
321 // raster-on-demand). Hard-limit is used and double the tiles fit.
328 // 10 tiles on active tree soon bin, 10 tiles on pending tree that are
329 // required for activation, but only enough tiles for 4 tiles. The result
330 // is 4 pending tree tiles get memory, and none of the active tree tiles
351 // Pending tiles are now required to avoid calimity (flickering or
352 // raster-on-demand). Hard-limit is used and double the tiles fit.
359 // 10 tiles on active tree eventually bin, 10 tiles on pending tree now bin,
360 // but only enough memory for 4 tiles. The result is 4 active tree tiles
361 // get memory, and none of the pending tree tiles get memory.
375 // Active tiles are required to avoid calimity (flickering or
376 // raster-on-demand). Hard-limit is used and double the tiles fit.
383 // 10 tiles on active tree now bin, 10 tiles on pending tree now bin,
384 // but only enough memory for 8 tiles. Any tile missing would cause
396 // Active tiles are required to avoid calimity. The hard-limit is used and all
397 // active-tiles fit. No pending tiles are needed to avoid calamity so only 10
398 // tiles total are used.
403 // Even the hard-limit won't save us now. All tiles are required to avoid
404 // a clamity but we only have 16. The tiles will be distribted randomly
412 // The pending tree is now more important. Active tiles will take higher
414 // pending tiles also utilize the hard-limit.
614 // Sanity check, all tiles should be visible.
649 // Populate all tiles directly from the tilings.
790 // Sanity check, all tiles should be visible.
826 // Populate all tiles directly from the tilings.