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  /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
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  /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
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  /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
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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.
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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]
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  /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
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  /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"/
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  /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
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  /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
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  /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()
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  /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) {
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