/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/res/values/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Light" />
|
/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/res/values-v11/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Holo.Light" />
|
/packages/experimental/TestBack/res/values/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Light" />
|
/packages/experimental/TestBack/res/values-v11/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Holo.Light" />
|
/frameworks/base/tests/Camera2Tests/SmartCamera/SimpleCamera/res/values-v14/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar" />
|
/frameworks/opt/photoviewer/sample/res/values/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar" />
|
/packages/experimental/TestBack/res/values-v14/ |
styles.xml | 3 <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar" />
|
/external/mesa3d/src/mesa/main/ |
light.c | 31 #include "light.h" 52 if (ctx->Light.ShadeModel == mode) 56 ctx->Light.ShadeModel = mode; 86 if (ctx->Light.ProvokingVertex == mode) 90 ctx->Light.ProvokingVertex = mode; 96 * per-light state. 104 struct gl_light *light; local 107 light = &ctx->Light.Light[lnum] 634 struct gl_light *light, *list = &ctx->Light.EnabledList; local 887 struct gl_light *light; local 949 struct gl_light *light; local [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/scene/control/ |
LightControl.java | 36 import com.jme3.light.DirectionalLight; 37 import com.jme3.light.Light; 38 import com.jme3.light.PointLight; 57 * Means, that the Light's transform is "copied" 63 * to the Transform of the light. 67 private Light light; field in class:LightControl 77 * @param light The light to be synced [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/light/ |
Light.java | 33 package com.jme3.light; 41 * Abstract class for representing a light source. 43 * All light source types have a color. 45 public abstract class Light implements Savable, Cloneable { 48 * Describes the light type. 53 * Directional light 60 * Point light 67 * Spot light. 74 * Ambient light 87 * Returns an index for the light typ [all...] |
AmbientLight.java | 1 package com.jme3.light; 6 * An ambient light adds a constant color to the scene. 10 * multiplied by the ambient light color to get the final ambient color of 15 public class AmbientLight extends Light {
|
package.html | 10 The <code>com.jme3.light</code> package contains various lights that can be placed 15 <li>Point Light - Point lights emit from a certain location and have a certain influence radius (optional)</li> 16 <li>Directional Light - Directional lights will always appear to emit from a certain direction 18 <li>Ambient Light - Ambient lights have no location or direction;
|
PointLight.java | 32 package com.jme3.light;
44 * Represents a point light.
45 * A point light emits light from a given position into all directions in space.
46 * E.g a lamp or a bright effect. Point light positions are in world space.
49 * can be used to attenuate the influence of the light depending on the
50 * distance between the light and the effected object.
53 public class PointLight extends Light {
70 * Returns the world space position of the light.
72 * @return the world space position of the light. [all...] |
LightList.java | 33 package com.jme3.light; 47 public final class LightList implements Iterable<Light>, Savable, Cloneable { 49 private Light[] list, tlist; 56 private static final Comparator<Light> c = new Comparator<Light>() { 60 public int compare(Light l1, Light l2) { 83 list = new Light[DEFAULT_SIZE]; 98 Light[] temp = new Light[list.length * 2] [all...] |
/external/skia/include/effects/ |
SkEmbossMaskFilter.h | 15 This mask filter creates a 3D emboss look, by specifying a light and blur amount. 19 struct Light { 26 static SkEmbossMaskFilter* Create(SkScalar blurSigma, const Light& light); 39 SkEmbossMaskFilter(SkScalar blurSigma, const Light& light); 43 Light fLight;
|
/external/mesa3d/src/mesa/tnl/ |
t_vb_lighttmp.h | 53 GLfloat (*base)[3] = ctx->Light._BaseColor; 77 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 82 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 91 struct gl_light *light; local 95 sumA[0] = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3]; 97 sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3]; 109 /* Add contribution from each enabled light source */ 110 foreach (light, &ctx->Light.EnabledList) { 116 GLfloat VP[3]; /* unit vector from vertex to light */ 269 struct gl_light *light; local 423 const struct gl_light *light = ctx->Light.EnabledList.next; local 534 const struct gl_light *light; local [all...] |
/frameworks/base/docs/downloads/design/ |
Android_Navigation_Drawer_Icon_20130516.zip | |
/frameworks/ex/framesequence/samples/FrameSequenceSamples/res/values/ |
styles.xml | 4 <style name="AppTheme" parent="android:Theme.Holo.Light.DarkActionBar">
|
/sdk/eclipse/plugins/com.android.ide.eclipse.tests/src/com/android/ide/eclipse/adt/internal/editors/layout/refactoring/testdata/ |
navigationstyles-expected-navigate5.txt | 2 Open Declaration in values/themes.xml : [android:Theme.Light] 7 <style name="Theme.Light">^
|
/frameworks/base/core/res/res/values/ |
styles_device_defaults.xml | 120 <style name="Widget.DeviceDefault.Light" parent="Widget.Material.Light"/> 121 <style name="Widget.DeviceDefault.Light.Button" parent="Widget.Material.Light.Button"/> 122 <style name="Widget.DeviceDefault.Light.Button.Small" parent="Widget.Material.Light.Button.Small"/> 123 <style name="Widget.DeviceDefault.Light.Button.Inset" parent="Widget.Material.Light.Button.Inset"/> 124 <style name="Widget.DeviceDefault.Light.Button.Toggle" parent="Widget.Material.Light.Button.Toggle"/ [all...] |
/external/skia/src/effects/ |
SkEmbossMaskFilter.cpp | 16 SkEmbossMaskFilter* SkEmbossMaskFilter::Create(SkScalar blurSigma, const Light& light) { 17 return SkNEW_ARGS(SkEmbossMaskFilter, (blurSigma, light)); 48 SkEmbossMaskFilter::Light light; local 50 memcpy(light.fDirection, direction, sizeof(light.fDirection)); 51 light.fAmbient = SkToU8(am); 52 light.fSpecular = SkToU8(sp); 54 return SkEmbossMaskFilter::Create(blurSigma, light); 108 Light light = fLight; local 128 Light light; local [all...] |
/frameworks/base/core/res/res/values-watch/ |
themes_device_defaults.xml | 22 <style name="Theme.DeviceDefault.Light" parent="Theme.Micro.Light" /> 23 <style name="Theme.DeviceDefault.Light.NoActionBar" parent="Theme.Micro.Light" /> 24 <style name="Theme.DeviceDefault.Light.DarkActionBar" parent="Theme.Micro.Light" /> 25 <style name="Theme.DeviceDefault.Light.Dialog" parent="Theme.Micro.Dialog" /> 26 <style name="Theme.DeviceDefault.Light.DialogWhenLarge" parent="Theme.Micro.Dialog" /> 27 <style name="Theme.DeviceDefault.Light.Dialog.Alert" parent="Theme.Micro.Dialog.Alert" />
|
/external/libvterm/src/encoding/ |
DECdrawing.tbl | 11 6/10 = U+2518 # BOX DRAWINGS LIGHT UP AND LEFT (bottom-right corner) 12 6/11 = U+2510 # BOX DRAWINGS LIGHT DOWN AND LEFT (top-right corner) 13 6/12 = U+250C # BOX DRAWINGS LIGHT DOWN AND RIGHT (top-left corner) 14 6/13 = U+2514 # BOX DRAWINGS LIGHT UP AND RIGHT (bottom-left corner) 15 6/14 = U+253C # BOX DRAWINGS LIGHT VERTICAL AND HORIZONTAL (crossing lines) 18 7/1 = U+2500 # BOX DRAWINGS LIGHT HORIZONTAL 21 7/4 = U+251C # BOX DRAWINGS LIGHT VERTICAL AND RIGHT 22 7/5 = U+2524 # BOX DRAWINGS LIGHT VERTICAL AND LEFT 23 7/6 = U+2534 # BOX DRAWINGS LIGHT UP AND HORIZONTAL 24 7/7 = U+252C # BOX DRAWINGS LIGHT DOWN AND HORIZONTA [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/scene/ |
LightNode.java | 34 import com.jme3.light.Light; 39 * <code>LightNode</code> is used to link together a {@link Light} object 54 public LightNode(String name, Light light) { 55 this(name, new LightControl(light)); 82 public void setLight(Light light) { 83 lightControl.setLight(light); 90 public Light getLight() [all...] |
/external/jmonkeyengine/engine/src/core/com/jme3/shadow/ |
ShadowCamera.java | 34 import com.jme3.light.DirectionalLight;
35 import com.jme3.light.Light;
36 import com.jme3.light.PointLight;
41 * Creates a camera according to a light
42 * Handy to compute projection matrix of a light
48 private Light target;
50 public ShadowCamera(Light target) {
58 * Updates the camera view direction and position based on the light
61 if (target.getType() == Light.Type.Directional) { [all...] |