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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/attributes/
ColorAttribute.java 25 public final static long Diffuse = register(DiffuseAlias);
39 protected static long Mask = Ambient | Diffuse | Specular | Emissive | Reflection | AmbientLight | Fog;
54 return new ColorAttribute(Diffuse, color);
58 return new ColorAttribute(Diffuse, r, g, b, a);
TextureAttribute.java 29 public final static long Diffuse = register(DiffuseAlias);
43 protected static long Mask = Diffuse | Specular | Bump | Normal | Ambient | Emissive | Reflection;
50 return new TextureAttribute(Diffuse, texture);
54 return new TextureAttribute(Diffuse, region);
111 * on the shader and {@link Attribute#type} value. For basic (model specific) types (e.g. {@link #Diffuse}, {@link #Normal},
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/
MaterialTest.java 62 textureAttribute = new TextureAttribute(TextureAttribute.Diffuse, texture);
63 colorAttribute = new ColorAttribute(ColorAttribute.Diffuse, Color.ORANGE);
111 if (!material.has(TextureAttribute.Diffuse))
113 else if (!material.has(ColorAttribute.Diffuse))
ShaderTest.java 123 withColor = renderable.material.has(ColorAttribute.Diffuse);
149 return instance.material.has(TestAttribute.ID) && (instance.material.has(ColorAttribute.Diffuse) == withColor);
168 ColorAttribute colorAttr = (ColorAttribute)renderable.material.get(ColorAttribute.Diffuse);
TextureRegion3DTest.java 63 final Material material = new Material(ColorAttribute.createDiffuse(1f, 1f, 1f, 1f), new TextureAttribute(TextureAttribute.Diffuse));
66 attribute = instance.materials.get(0).get(TextureAttribute.class, TextureAttribute.Diffuse);
LightsTest.java 63 ((ColorAttribute)pLight.material.get(ColorAttribute.Diffuse)).color.set(pointLight.color);
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
CullTest.java 53 sphere = builder.createSphere(2f, 2f, 2f, 16, 16, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)),
90 ((ColorAttribute)instances[i].materials.get(0).get(ColorAttribute.Diffuse)).color.set(Color.WHITE);
93 ((ColorAttribute)instances[i].materials.get(0).get(ColorAttribute.Diffuse)).color.set(Color.RED);
ProjectTest.java 54 sphere.materials.get(0).set(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE));
82 ((ColorAttribute)instances[i].materials.get(0).get(ColorAttribute.Diffuse)).color.set(Color.WHITE);
85 ((ColorAttribute)instances[i].materials.get(0).get(ColorAttribute.Diffuse)).color.set(Color.RED);
FramebufferToTextureTest.java 56 mesh.materials.get(0).set(new TextureAttribute(TextureAttribute.Diffuse, texture));
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/bullet/
BaseEntity.java 46 ColorAttribute ca = (ColorAttribute)m.get(ColorAttribute.Diffuse);
ConstraintsTest.java 40 final Model barModel = modelBuilder.createBox(10f, 1f, 1f, new Material(new ColorAttribute(ColorAttribute.Diffuse,
OcclusionCullingTest.java 257 // Occludee entity constructors. Scale models uniformly and set a default diffuse texture.
260 TextureAttribute defaultTexture = new TextureAttribute(TextureAttribute.Diffuse,
267 if (!model.materials.first().has(TextureAttribute.Diffuse)) model.materials.first().set(defaultTexture);
FrustumCullingTest.java 116 MeshPartBuilder mpb = builder.part("", GL20.GL_LINES, Usage.Position | Usage.Normal, new Material(new ColorAttribute(ColorAttribute.Diffuse, Color.WHITE)));
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/shaders/
DepthShader.java 124 if (attributes.has(TextureAttribute.Diffuse) != ((attributesMask & TextureAttribute.Diffuse) == TextureAttribute.Diffuse))
DefaultShader.java 98 public final static Uniform diffuseColor = new Uniform("u_diffuseColor", ColorAttribute.Diffuse);
99 public final static Uniform diffuseTexture = new Uniform("u_diffuseTexture", TextureAttribute.Diffuse);
100 public final static Uniform diffuseUVTransform = new Uniform("u_diffuseUVTransform", TextureAttribute.Diffuse);
226 shader.set(inputID, ((ColorAttribute)(combinedAttributes.get(ColorAttribute.Diffuse))).color);
233 .get(TextureAttribute.Diffuse))).textureDescription);
240 final TextureAttribute ta = (TextureAttribute)(combinedAttributes.get(TextureAttribute.Diffuse));
405 protected static long implementedFlags = BlendingAttribute.Type | TextureAttribute.Diffuse | ColorAttribute.Diffuse
    [all...]
  /external/mesa3d/src/mesa/main/
light.c 117 if (TEST_EQ_4V(light->Diffuse, params))
120 COPY_4V( light->Diffuse, params );
350 COPY_4V( params, ctx->Light.Light[l].Diffuse );
403 params[0] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[0]);
404 params[1] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[1]);
405 params[2] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[2]);
406 params[3] = FLOAT_TO_INT(ctx->Light.Light[l].Diffuse[3]);
671 /* update material diffuse values */
674 SCALE_3V( light->_MatDiffuse[0], light->Diffuse,
681 SCALE_3V( light->_MatDiffuse[1], light->Diffuse,
    [all...]
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/renderers/
ModelInstanceRenderer.java 65 ColorAttribute colorAttribute = (ColorAttribute)instance.materials.get(0).get(ColorAttribute.Diffuse);
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/batches/
PointSpriteParticleBatch.java 91 TextureAttribute attribute = (TextureAttribute) renderable.material.get(TextureAttribute.Diffuse);
96 TextureAttribute attribute = (TextureAttribute) renderable.material.get(TextureAttribute.Diffuse);
  /external/mesa3d/src/mesa/x86/
gen_matypes.c 191 OFFSET( "LIGHT_DIFFUSE ", struct gl_light, Diffuse );
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/
Model.java 276 if (mtl.diffuse != null) result.set(new ColorAttribute(ColorAttribute.Diffuse, mtl.diffuse));
310 result.set(new TextureAttribute(TextureAttribute.Diffuse, descriptor, offsetU, offsetV, scaleU, scaleV));
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g3d/voxel/
VoxelWorld.java 100 materials[i] = new Material(new ColorAttribute(ColorAttribute.Diffuse, MathUtils.random(0.5f, 1f), MathUtils.random(
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/particles/
ParticleShader.java 100 protected static long implementedFlags = BlendingAttribute.Type | TextureAttribute.Diffuse ;
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nv10_state_tnl.c 371 float *c_light = (USE_COLOR_MATERIAL(DIFFUSE) ?
372 l->Diffuse :
nv20_state_tnl.c 289 float *c_light = (USE_COLOR_MATERIAL(DIFFUSE, side) ?
290 l->Diffuse :
  /external/mesa3d/src/mesa/program/
prog_statevars.c 101 COPY_4V(value, ctx->Light.Light[ln].Diffuse);
184 value[i] = ctx->Light.Light[ln].Diffuse[i] *
802 append(dst, ".diffuse");
    [all...]

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