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  /packages/apps/Gallery2/src/com/android/gallery3d/ui/
PositionController.java 850 // Note we go from center-out because each box's X coordinate
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  /cts/tests/tests/media/src/android/media/cts/
EncodeVirtualDisplayWithCompositionTest.java     [all...]
  /external/apache-commons-math/src/main/java/org/apache/commons/math/linear/
BigMatrixImpl.java 691 * @param row row coordinate of the top, left element to be replaced
692 * @param column column coordinate of the top, left element to be replaced
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  /external/deqp/modules/egl/
teglGLES2SharedRenderingPerfTests.cpp 1004 log << TestLog::Message << (config.sharedCoordBuffer ? "Shared " : "") << "Coordinate buffer" << TestLog::EndMessage;
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  /external/deqp/modules/gles2/functional/
es2fVertexTextureTests.cpp 78 // Helpers for making texture coordinates "safe", i.e. move them further from coordinate bounary.
163 * \brief Quad grid class containing position and texture coordinate data.
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es2fTextureFormatTests.cpp 26 * + full texture coordinate range (but not outside) tested
  /external/deqp/modules/gles3/functional/
es3fFramebufferBlitTests.cpp 209 << "Rounding direction of the NEAREST filter at the horisontal texel edge (x = n + 0.5) should not depend on the y-coordinate.\n"
210 << "Rounding direction of the NEAREST filter at the vertical texel edge (y = n + 0.5) should not depend on the x-coordinate.\n"
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  /external/deqp/modules/gles31/functional/
es31fMultisampleTests.cpp 575 randomizeViewport(); // \note Using the same viewport for every iteration since coverage mask may depend on window-relative pixel coordinate.
846 << "Success: Coverage mask appears to be constant at a given pixel coordinate with a given "
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es31fTessellationTests.cpp 598 //! An outer edge can be described by the index of a u/v/w coordinate
599 //! and the coordinate's value along that edge.
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  /external/harfbuzz_ng/src/
hb-ot-layout-gpos-table.hh 296 * coordinate-- from beginning of
300 * coordinate-- from beginning of
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  /external/mesa3d/src/gallium/drivers/softpipe/
sp_setup.c 177 * Given an X or Y coordinate, return the block/quad coordinate that it
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  /external/mesa3d/src/mesa/drivers/x11/
xm_api.c 33 * The window coordinate system origin (0,0) is in the lower-left corner
34 * of the window. X11's window coordinate origin is in the upper-left
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  /external/mesa3d/src/mesa/main/
enable.c 214 * Return pointer to current texture unit for setting/getting coordinate
217 * texture unit is higher than the number of supported coordinate units.
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  /frameworks/base/core/java/android/widget/
Gallery.java 839 * @param x X-coordinate indicating where this view should be placed. This
882 * @param x X-coordinate indicating where this view should be placed. This
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  /frameworks/base/docs/html/guide/topics/renderscript/reference/
rs_for_each.jd 161 Coordinate of the Face for the specified kernel context
719 <span class='normal'>: Coordinate of the Face for the specified kernel context</span>
  /frameworks/base/graphics/java/android/graphics/drawable/
Drawable.java 606 * @param x The X coordinate of the center of the hotspot
607 * @param y The Y coordinate of the center of the hotspot
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  /frameworks/support/v4/java/android/support/v4/widget/
SlidingPaneLayout.java     [all...]
  /hardware/intel/img/psb_video/src/mrst/
lnc_hostcode.c     [all...]
  /cts/tests/tests/app/src/android/app/cts/
DialogTest.java 444 // As MotionEvent doc says the value of X and Y coordinate may have
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  /external/ceres-solver/include/ceres/
cost_function_to_functor.h 47 // local coordinate system onto its image plane and subtracts it from
  /external/deqp/modules/gles2/accuracy/
es2aTextureMipmapTests.cpp 685 { COORDTYPE_AFFINE, "affine", "Mipmapping with affine coordinate transform" },
  /external/deqp/modules/gles3/accuracy/
es3aTextureMipmapTests.cpp 674 { COORDTYPE_AFFINE, "affine", "Mipmapping with affine coordinate transform" },
  /external/eigen/doc/
SparseLinearSystems.dox 143 Most of the time, all you need is to know how much time it will take to qolve your system, and hopefully, what is the most suitable solver. In Eigen, we provide a benchmark routine that can be used for this purpose. It is very easy to use. In the build directory, navigate to bench/spbench and compile the routine by typing \b make \e spbenchsolver. Run it with --help option to get the list of all available options. Basically, the matrices to test should be in <a href="http://math.nist.gov/MatrixMarket/formats.html">MatrixMarket Coordinate format</a>, and the routine returns the statistics from all available solvers in Eigen.
  /external/jmonkeyengine/engine/src/core-plugins/com/jme3/scene/plugins/
OBJLoader.java 362 // texture coordinate
  /external/libvpx/libvpx/vp9/common/
vp9_reconinter.c 374 // Get reference block bottom right coordinate.

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