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  /cts/suite/cts/deviceTests/opengl/jni/reference/scene/
Scene.cpp 14 #include "Scene.h"
21 Scene::Scene(int width, int height) :
25 bool Scene::setUpContext() {
45 bool Scene::tearDown() {
65 bool Scene::update(int frame) {
67 // Delete the old scene graphs.
75 void Scene::drawSceneGraph(int index) {
Scene.h 24 class Scene {
26 Scene(int width, int height);
27 virtual ~Scene() {};
  /external/v8/benchmarks/spinning-balls/
v.js 55 var scene = void 0; variable
57 var scene = void 0; variable
295 function Scene(width, height) {
316 Scene.prototype.drawPoint = function (x, y, z, color) {
335 Scene.prototype.drawDyingPoints = function () {
338 // Rotate the scene around y-axis.
339 scene.drawPoint(point.x, point.y, point.z, point.color());
352 Scene.prototype.draw = function () {
403 scene.draw();
482 scene = new Scene(640, 480)
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  /frameworks/base/core/java/android/transition/
Scene.java 26 * A scene represents the collection of values that various properties in the
27 * View hierarchy will have when the scene is applied. A Scene can be
30 * scene change.
32 public final class Scene {
41 * Returns a Scene described by the resource file associated with the given
42 * <code>layoutId</code> parameter. If such a Scene has already been created for
43 * the given <code>sceneRoot</code>, that same Scene will be returned.
48 * @param sceneRoot The root of the hierarchy in which scene changes
53 * @return The scene for the given root and layout i
62 Scene scene = scenes.get(layoutId); local
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TransitionManager.java 31 * change of {@link Scene}. To use the manager, add scenes along with
32 * transition objects with calls to {@link #setTransition(Scene, Transition)}
33 * or {@link #setTransition(Scene, Scene, Transition)}. Setting specific
34 * transitions for scene changes is not required; by default, a Scene change
36 * situations. Specifying other transitions for particular scene changes is
44 * that transition to the from/to scene information in that tag.
45 * For example, here is a resource file that declares several scene
52 * creating a scene from a layout in code by callin
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  /device/generic/goldfish/camera/fake-pipeline2/
Scene.cpp 22 #include "Scene.h"
29 // Define single-letter shortcuts for scene definition, for directly indexing
31 #define G (Scene::GRASS * Scene::NUM_CHANNELS)
32 #define S (Scene::GRASS_SHADOW * Scene::NUM_CHANNELS)
33 #define H (Scene::HILL * Scene::NUM_CHANNELS)
34 #define W (Scene::WALL * Scene::NUM_CHANNELS
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Scene.h 18 * The Scene class implements a simple physical simulation of a scene, using the
21 * It's fairly approximate, but does provide a scene with realistic widely
33 class Scene {
35 Scene(int sensorWidthPx,
38 ~Scene();
52 // in the scene. Must be called before calculateScene
61 // Calculate scene information for current hour and the time offset since
131 * Constants for scene definition. These are various degrees of approximate.
135 // as a fraction of a scene tile, and relative magnitudes for the frequencie
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  /external/jmonkeyengine/engine/src/core-effects/com/jme3/post/filters/
BloomFilter.java 49 * BloomFilter is used to make objects in the scene have a glow effect.<br>
50 * There are 2 mode : Scene and Objects.<br>
51 * Scene mode extracts the bright parts of the scene to make them glow<br>
60 * GlowMode specifies if the glow will be applied to the whole scene,or to objects that have aglow color or a glow map
65 * Apply bloom filter to bright areas in the scene.
67 Scene,
73 * Apply bloom to both bright parts of the scene and objects with glow map.
78 private GlowMode glowMode = GlowMode.Scene;
116 if (glowMode != GlowMode.Scene) {
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  /cts/suite/cts/deviceTests/browserbench/assets/octane/
raytrace.js 17 // the scene was ray traced correctly.
60 // flog/scene.js
298 Flog.RayTracer.Scene = Class.create();
300 Flog.RayTracer.Scene.prototype = {
642 renderScene: function(scene, canvas){
659 var ray = scene.camera.getRay(xp, yp);
661 var color = this.getPixelColor(ray, scene);
667 throw new Error("Scene rendered incorrectly");
671 getPixelColor: function(ray, scene){
672 var info = this.testIntersection(ray, scene, null)
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  /external/v8/benchmarks/
raytrace.js 17 // the scene was ray traced correctly.
60 // flog/scene.js
298 Flog.RayTracer.Scene = Class.create();
300 Flog.RayTracer.Scene.prototype = {
642 renderScene: function(scene, canvas){
659 var ray = scene.camera.getRay(xp, yp);
661 var color = this.getPixelColor(ray, scene);
667 throw new Error("Scene rendered incorrectly");
671 getPixelColor: function(ray, scene){
672 var info = this.testIntersection(ray, scene, null)
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  /frameworks/base/tests/RenderScriptTests/SceneGraph/src/com/android/scenegraph/
Scene.java 42 public class Scene extends SceneGraphBase {
66 public Scene() {
  /prebuilts/tools/common/netbeans-visual/
org-netbeans-api-visual.jar 
  /prebuilts/sdk/19/
android.jar 
  /prebuilts/sdk/20/
android.jar 
  /prebuilts/sdk/21/
android.jar 
  /prebuilts/sdk/22/
android.jar 

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