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/external/kernel-headers/original/uapi/linux/ |
v4l2-subdev.h | 135 * @r: coordinates of the selection window
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/external/libogg/doc/libogg/ |
decoding.html | 21 <p>Decoding is based around the ogg synchronization layer. The <a href="ogg_sync_state.html">ogg_sync_state</a> struct coordinates between incoming data and the decoder. We read data into the synchronization layer, submit the data to the stream, and output raw packets to the decoder.
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/external/libvncserver/VisualNaCro/ |
README | 50 coordinates. Unfortunately, there is no easy way to record macros
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/external/mesa3d/docs/ |
MESA_pack_invert.spec | 55 zoom) or glTexImage (invert the vertex T coordinates). It would be easy
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/external/mesa3d/src/gallium/drivers/llvmpipe/ |
lp_rast.h | 190 * left coordinates of the a block that fully encloses the triangle.
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/external/mesa3d/src/gallium/drivers/r300/compiler/ |
radeon_code.h | 169 * will be performed on the coordinates.
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/external/mesa3d/src/gallium/drivers/softpipe/ |
sp_quad_fs.c | 125 * the quads' Z coordinates are step-wise interpolated with respect
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/external/mesa3d/src/gallium/state_trackers/d3d1x/gd3dapi/ |
galliumdxgi.idl | 79 * rgndata is set to either NULL, or the region, in coordinates relative
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/external/mesa3d/src/gallium/state_trackers/d3d1x/winedlls/dxgi/ |
dxgi_dll.c | 39 * in (somewhat fictitious) "screen coordinates", and does not itself
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_blorp.cpp | 81 * program swizzle the coordinates.
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brw_sf.c | 187 * Window coordinates in a FBO are inverted, which means point
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/external/mesa3d/src/mesa/drivers/x11/ |
xm_dd.c | 396 /* This is a little tricky since all coordinates up to now have 398 * so we have to carefully compute the Y coordinates/addresses here. 529 /* This is a little tricky since all coordinates up to now have 531 * so we have to carefully compute the Y coordinates/addresses here.
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/external/mesa3d/src/mesa/main/ |
viewport.c | 59 * \param x, y coordinates of the lower left corner of the viewport rectangle.
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/external/mesa3d/src/mesa/swrast/ |
s_logic.c | 188 * pixel coordinates.
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/external/neven/Embedded/common/src/b_APIEm/ |
Types.h | 61 bpi_ID_BOUNDING_BOX, /** bounding box (coordinates of original image) */
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/external/opencv/cv/src/ |
cvfeatureselect.cpp | 68 /* when selecting points, use integer coordinates */
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/external/pdfium/core/src/fxcodec/fx_libopenjpeg/libopenjpeg20/ |
j2k.h | 700 * @param p_start_x the left position of the rectangle to decode (in image coordinates). 701 * @param p_start_y the up position of the rectangle to decode (in image coordinates). 702 * @param p_end_x the right position of the rectangle to decode (in image coordinates). 703 * @param p_end_y the bottom position of the rectangle to decode (in image coordinates).
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/external/pdfium/core/src/fxge/agg/agg23/ |
agg_scanline_u.h | 17 // Adaptation for 32-bit screen coordinates (scanline32_u) has been sponsored by
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/external/pdfium/third_party/freetype/include/internal/ |
autohint.h | 139 /* Masters fonts where blend coordinates change). */
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/external/skia/include/core/ |
SkDraw.h | 132 * Return the current clip bounds, in local coordinates, with slop to account
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SkShader.h | 154 * to the specified device coordinates. 240 kRadial_BitmapType, //<! Access bitmap by transforming local coordinates 244 kSweep_BitmapType, //<! Access bitmap by transforming local coordinates 432 * @param tile The tile rectangle in picture coordinates: this represents the subset
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/external/skia/include/gpu/ |
GrClip.h | 20 * respect to device coordinates. This allows us to use a clip stack that is
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GrContext.h | 260 * Maps a rectangle of shader coordinates to a rectangle and draws that rectangle 265 * @param localRect the rectangle of shader coordinates applied to rectToDraw 266 * @param localMatrix an optional matrix to transform the shader coordinates before applying 347 * @param texCoords optional array of texture coordinates used
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GrTypesPriv.h | 121 kVec2s_GrVertexAttribType, // vector of 2 shorts, e.g. texture coordinates
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/external/skia/src/gpu/gl/builders/ |
GrGLFragmentShaderBuilder.h | 39 * the fragment shader. If the coordinates at index are 3-dimensional, it immediately emits a
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