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  /frameworks/base/services/core/java/com/android/server/wm/
DisplayContent.java 228 boolean rotated = (orientation == Surface.ROTATION_90
230 final int physWidth = rotated ? mBaseDisplayHeight : mBaseDisplayWidth;
231 final int physHeight = rotated ? mBaseDisplayWidth : mBaseDisplayHeight;
  /hardware/intel/img/psb_video/src/
pnw_rotate.c 549 /*notify hwc that rotated buffer is ready to use.
667 drv_debug_msg(VIDEO_DEBUG_GENERAL,"Create rotated buffer. width=%d, height=%d\n", width, height);
725 /*notify hwc that rotated buffer is ready to use.
  /external/ImageMagick/ImageMagick/api/
morphology.html 83 <p>The special flags will expand a single kernel, into a list of rotated kernels. A '@' flag will expand a 3x3 kernel into a list of 45-degree cyclic rotations, while a '&gt;' will generate a list of 90-degree rotations. The '&lt;' also exands using 90-degree rotates, but giving a 180-degree reflected kernel before the +/- 90-degree rotations, which can be important for Thinning operations.</p>
148 <dd> Blur:{radius},{sigma}[,{angle}] Generates a 1 dimensional or linear gaussian blur, at the angle given (current restricted to orthogonal angles). If a 'radius' is given the kernel is clipped to a width of 2*radius+1. Kernel can be rotated by a 90 degree angle. </dd>
154 <dd> Comet:{width},{sigma},{angle} Blur in one direction only, much like how a bright object leaves a comet like trail. The Kernel is actually half a gaussian curve, Adding two such blurs in opposite directions produces a Blur Kernel. Angle can be rotated in multiples of 90 degrees. </dd>
166 <dd> The 3x3 kernels (most of these) can be circularly rotated in multiples of 45 degrees to generate the 8 angled varients of each of the kernels. </dd>
222 <dd> WARNING: The above was layed out as per http://www.math.tau.ac.il/~turkel/notes/edge_detectors.pdf But rotated 90 degrees so direction is from left rather than the top. I have yet to find any secondary confirmation of the above. The only other source found was actual source code at http://ltswww.epfl.ch/~courstiv/exos_labos/sol3.pdf Neigher paper defineds the kernels in a way that looks locical or correct when taken as a whole. </dd>
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  /external/ImageMagick/www/api/
morphology.html 87 <p>The special flags will expand a single kernel, into a list of rotated kernels. A '@' flag will expand a 3x3 kernel into a list of 45-degree cyclic rotations, while a '&gt;' will generate a list of 90-degree rotations. The '&lt;' also exands using 90-degree rotates, but giving a 180-degree reflected kernel before the +/- 90-degree rotations, which can be important for Thinning operations.</p>
152 <dd> Blur:{radius},{sigma}[,{angle}] Generates a 1 dimensional or linear gaussian blur, at the angle given (current restricted to orthogonal angles). If a 'radius' is given the kernel is clipped to a width of 2*radius+1. Kernel can be rotated by a 90 degree angle. </dd>
158 <dd> Comet:{width},{sigma},{angle} Blur in one direction only, much like how a bright object leaves a comet like trail. The Kernel is actually half a gaussian curve, Adding two such blurs in opposite directions produces a Blur Kernel. Angle can be rotated in multiples of 90 degrees. </dd>
170 <dd> The 3x3 kernels (most of these) can be circularly rotated in multiples of 45 degrees to generate the 8 angled varients of each of the kernels. </dd>
226 <dd> WARNING: The above was layed out as per http://www.math.tau.ac.il/~turkel/notes/edge_detectors.pdf But rotated 90 degrees so direction is from left rather than the top. I have yet to find any secondary confirmation of the above. The only other source found was actual source code at http://ltswww.epfl.ch/~courstiv/exos_labos/sol3.pdf Neigher paper defineds the kernels in a way that looks locical or correct when taken as a whole. </dd>
    [all...]
morphology.php 83 <p>The special flags will expand a single kernel, into a list of rotated kernels. A '@' flag will expand a 3x3 kernel into a list of 45-degree cyclic rotations, while a '&gt;' will generate a list of 90-degree rotations. The '&lt;' also exands using 90-degree rotates, but giving a 180-degree reflected kernel before the +/- 90-degree rotations, which can be important for Thinning operations.</p>
148 <dd> Blur:{radius},{sigma}[,{angle}] Generates a 1 dimensional or linear gaussian blur, at the angle given (current restricted to orthogonal angles). If a 'radius' is given the kernel is clipped to a width of 2*radius+1. Kernel can be rotated by a 90 degree angle. </dd>
154 <dd> Comet:{width},{sigma},{angle} Blur in one direction only, much like how a bright object leaves a comet like trail. The Kernel is actually half a gaussian curve, Adding two such blurs in opposite directions produces a Blur Kernel. Angle can be rotated in multiples of 90 degrees. </dd>
166 <dd> The 3x3 kernels (most of these) can be circularly rotated in multiples of 45 degrees to generate the 8 angled varients of each of the kernels. </dd>
222 <dd> WARNING: The above was layed out as per http://www.math.tau.ac.il/~turkel/notes/edge_detectors.pdf But rotated 90 degrees so direction is from left rather than the top. I have yet to find any secondary confirmation of the above. The only other source found was actual source code at http://ltswww.epfl.ch/~courstiv/exos_labos/sol3.pdf Neigher paper defineds the kernels in a way that looks locical or correct when taken as a whole. </dd>
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  /frameworks/base/libs/hwui/
PathTessellator.cpp 251 Vector2 rotated = {-strokeOffset.y, strokeOffset.x}; local
252 referencePoint += rotated * (begin ? -1 : 1);
435 // stroke offset vector (rotated to be parallel to the stroke)
436 Vector2 rotated = {-strokeOffset.y, strokeOffset.x}; local
437 referencePoint += rotated;
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  /external/webrtc/talk/media/base/
videoframe_unittest.h     [all...]
videocommon_unittest.cc 280 // Request 9:16 from VGA rotated (portrait). Expect crop.
  /external/deqp/modules/gles2/functional/
es2fMultisampleTests.cpp 560 * of two triangles, rotated at different angles. The inner edge inside the
653 // Draw several quads, rotated at different angles.
689 // First four are rotated at angles angle+0, angle+90, angle+180 and angle+270.
690 // Last four are rotated the same angles as the first four, but the ordering of the last triangle's vertices is reversed.
728 // Draw a bigger-than-viewport quad, rotated at an angle depending on m_currentIteration.
790 // Draw an exactly viewport-sized quad, rotated by multiples of 90 degrees angle depending on m_currentIteration.
    [all...]
  /external/deqp/modules/gles3/functional/
es3fMultisampleTests.cpp 728 * of two triangles, rotated at different angles. The inner edge inside the
815 // Draw several quads, rotated at different angles.
851 // First four are rotated at angles angle+0, angle+90, angle+180 and angle+270.
852 // Last four are rotated the same angles as the first four, but the ordering of the last triangle's vertices is reversed.
890 // Draw a bigger-than-viewport quad, rotated at an angle depending on m_currentIteration.
    [all...]
  /external/autotest/server/
crashcollect.py 210 # has been erase or rotated and we just grab all of it
  /external/fonttools/Lib/fontTools/misc/
transform.py 154 """Return a new transformation, rotated by 'angle' (radians).
  /external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/emu/com/badlogic/gdx/math/
Matrix4.java 31 /** XX: Typically the unrotated X component for scaling, also the cosine of the angle when rotated on the Y and/or Z axis. On
34 /** XY: Typically the negative sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied
37 /** XZ: Typically the sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied with the
42 /** YX: Typically the sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied with the
45 /** YY: Typically the unrotated Y component for scaling, also the cosine of the angle when rotated on the X and/or Z axis. On
48 /** YZ: Typically the negative sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied
53 /** ZX: Typically the negative sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied
56 /** ZY: Typical the sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied with the
59 /** ZZ: Typically the unrotated Z component for scaling, also the cosine of the angle when rotated on the X and/or Y axis. On
    [all...]
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/model/
MeshPart.java 122 * rendering. It calculates the untransformed (not moved, not scaled, not rotated) values. */
  /external/libgdx/gdx/src/com/badlogic/gdx/math/
Matrix4.java 31 /** XX: Typically the unrotated X component for scaling, also the cosine of the angle when rotated on the Y and/or Z axis. On
34 /** XY: Typically the negative sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied
37 /** XZ: Typically the sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied with the
42 /** YX: Typically the sine of the angle when rotated on the Z axis. On Vector3 multiplication this value is multiplied with the
45 /** YY: Typically the unrotated Y component for scaling, also the cosine of the angle when rotated on the X and/or Z axis. On
48 /** YZ: Typically the negative sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied
53 /** ZX: Typically the negative sine of the angle when rotated on the Y axis. On Vector3 multiplication this value is multiplied
56 /** ZY: Typical the sine of the angle when rotated on the X axis. On Vector3 multiplication this value is multiplied with the
59 /** ZZ: Typically the unrotated Z component for scaling, also the cosine of the angle when rotated on the X and/or Y axis. On
    [all...]
  /external/llvm/examples/Kaleidoscope/MCJIT/cached/
genk-timing.py 148 # Initialize the variable names to be rotated
  /external/llvm/examples/Kaleidoscope/MCJIT/lazy/
genk-timing.py 148 # Initialize the variable names to be rotated
  /external/llvm/test/CodeGen/X86/
block-placement.ll 937 ; 2) The exiting edge from the loop which is rotated to be laid out at the
945 ; First rotated loop top.
952 ; Second rotated loop top
956 ; Third rotated loop top
  /external/opencv3/doc/tutorials/core/basic_geometric_drawing/
basic_geometric_drawing.markdown 146 - The ellipse is rotated **angle** degrees
  /external/opencv3/doc/tutorials/imgproc/imgtrans/warp_affine/
warp_affine.markdown 155 -# The angle to be rotated. In OpenCV a positive angle is counter-clockwise
  /frameworks/base/core/java/android/hardware/
LegacySensorManager.java 53 // which won't get the rotated values
  /frameworks/support/core-utils/gingerbread/android/support/v4/graphics/drawable/
RoundedBitmapDrawable.java 182 * the edges of the bitmap only so it applies only when the drawable is rotated.
  /hardware/intel/img/hwcomposer/merrifield/common/base/
HwcLayer.cpp 303 // typical case: rotated buffer is not ready or handle is null
  /hardware/invensense/6515/libsensors_iio/software/simple_apps/playback/linux/
datalogger_outputs.c 290 * of an angle and an axis, in which the device has rotated through an angle @f$\theta@f$
  /hardware/qcom/display/msm8226/liboverlay/
overlayMdp.cpp 172 // For interlaced, width must be multiple of 4 when rotated 90deg.

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