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  /frameworks/native/opengl/libagl/
light.cpp 68 c->lighting.lights[i].ambient.a = 0x10000;
69 c->lighting.lights[i].position.z = 0x10000;
70 c->lighting.lights[i].spotDir.z = -0x10000;
71 c->lighting.lights[i].spotCutoff = gglIntToFixed(180);
72 c->lighting.lights[i].attenuation[0] = 0x10000;
74 init_white(c->lighting.lights[0].diffuse);
75 init_white(c->lighting.lights[0].specular);
77 c->lighting.front.ambient.r =
78 c->lighting.front.ambient.g =
79 c->lighting.front.ambient.b = gglFloatToFixed(0.2f)
    [all...]
primitives.cpp 113 c->lighting.lightVertex(c, v0);
115 c->lighting.lightVertex(c, v1);
117 c->lighting.lightVertex(c, v2);
124 c->lighting.lightVertex(c, v2);
155 c->lighting.lightVertex(c, v);
216 // set up the lighting/shading/smoothing/fogging function
218 index |= c->lighting.enable ? 0x2 : 0;
220 c->lighting.lightTriangle = lightPrimitive[index];
461 // lighting & clamping...
465 if (c->lighting.enable)
    [all...]
state.cpp 139 c->lighting.lights[cap-GL_LIGHT0].enable = enabled;
140 c->lighting.enabledLights &= ~(1<<(cap-GL_LIGHT0));
141 c->lighting.enabledLights |= (enabled<<(cap-GL_LIGHT0));
159 c->lighting.enable = enabled;
162 c->lighting.colorMaterial.enable = enabled;
array.cpp     [all...]
context.h 123 LIT = 0x4000, // lighting has been applied
281 // lighting
616 lighting_t lighting; member in struct:android::gl::ogles_context_t
  /external/skia/src/effects/
SkLightingImageFilter.cpp 550 // lighting shaders are complicated. We just throw up our hands.
1830 const GrLightingEffect& lighting = proc.cast<GrLightingEffect>(); local
1837 const GrLightingEffect& lighting = proc.cast<GrLightingEffect>(); local
    [all...]
  /external/skia/bench/
Android.mk 286 ../gm/lighting.cpp \
  /external/skia/tests/
ImageFilterTest.cpp 476 { "diffuse lighting", SkLightingImageFilter::CreatePointLitDiffuse(
478 { "specular lighting",
    [all...]
  /external/skia/dm/
Android.mk 442 ../gm/lighting.cpp \
  /external/v8/benchmarks/
raytrace.js 718 // Calc diffuse lighting

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