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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g2d/
Batch.java 20 import com.badlogic.gdx.graphics.Texture;
26 /** A Batch is used to draw 2D rectangles that reference a texture (region). The class will batch the drawing commands and optimize
50 * texture units enabled than the first one you have to disable them before calling this. Uses a screen coordinate system by
79 * portion of the {@link Texture} given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in
80 * texels. FlipX and flipY specify whether the texture portion should be flipped horizontally or vertically.
96 public void draw (Texture texture, float x, float y, float originX, float originY, float width, float height, float scaleX,
100 * {@link Texture} given by srcX, srcY and srcWidth, srcHeight is used. These coordinates and sizes are given in texels. FlipX
101 * and flipY specify whether the texture portion should be flipped horizontally or vertically.
112 public void draw (Texture texture, float x, float y, float width, float height, int srcX, int srcY, int srcWidth,
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  /frameworks/native/services/surfaceflinger/RenderEngine/
Description.h 18 #include "Texture.h"
45 // Texture this layer uses
46 Texture mTexture;
64 void setTexture(const Texture& texture);
  /external/mesa3d/src/mesa/main/
texstate.c 28 * Texture state handling.
47 * Default texture combine environment state. This is used to initialize
48 * a context's texture units and as the basis for converting "classic"
49 * texture environmnets to ARB_texture_env_combine style values.
64 * Used by glXCopyContext to copy texture state from one context to another.
74 dst->Texture.CurrentUnit = src->Texture.CurrentUnit;
75 dst->Texture._GenFlags = src->Texture._GenFlags;
76 dst->Texture._TexGenEnabled = src->Texture._TexGenEnabled
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samplerobj.h 34 if (ctx->Texture.Unit[unit].Sampler)
35 return ctx->Texture.Unit[unit].Sampler;
36 else if (ctx->Texture.Unit[unit]._Current)
37 return &ctx->Texture.Unit[unit]._Current->Sampler;
  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/utils/
TextureBinder.java 20 import com.badlogic.gdx.graphics.Texture;
22 /** Responsible for binding textures, may implement a strategy to avoid binding a texture unnecessarily. A TextureBinder may decide
23 * to which texture unit it binds a texture.
29 /** Disables all used texture units and unbinds textures. Resets the counts. */
32 /** Binds the texture to an available unit and applies the filters in the descriptor.
34 * @return the unit the texture was bound to */
37 /** Binds the texture to an available unit.
38 * @param texture the {@link Texture}
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  /external/libgdx/gdx/src/com/badlogic/gdx/maps/
ImageResolver.java 20 import com.badlogic.gdx.graphics.Texture;
29 * @return the Texture for the given image name or null. */
33 private final ObjectMap<String, Texture> images;
35 public DirectImageResolver (ObjectMap<String, Texture> images) {
54 return new TextureRegion(assetManager.get(name, Texture.class));
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
ActionTest.java 21 import com.badlogic.gdx.graphics.Texture;
22 import com.badlogic.gdx.graphics.Texture.TextureFilter;
31 Texture texture; field in class:ActionTest
36 texture = new Texture(Gdx.files.internal("data/badlogic.jpg"), false);
37 texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
38 final Image img = new Image(new TextureRegion(texture));
67 texture.dispose();
ScrollPane2Test.java 21 import com.badlogic.gdx.graphics.Texture;
41 ScrollPane pane2 = new ScrollPane(new Image(new Texture("data/group-debug.png")), skin);
53 mytable.add(new Image(new Texture("data/group-debug.png")));
55 mytable.add(new Image(new Texture("data/group-debug.png")));
59 mytable.add(new Image(new Texture("data/group-debug.png")));
61 mytable.add(new Image(new Texture("data/group-debug.png")));
SortedSpriteTest.java 23 import com.badlogic.gdx.graphics.Texture;
48 public MySprite (Texture texture, int srcX, int srcY, int srcWidth, int srcHeight) {
49 super(texture, srcX, srcY, srcWidth, srcHeight);
52 public MySprite (Texture texture, int srcWidth, int srcHeight) {
53 super(texture, srcWidth, srcHeight);
56 public MySprite (Texture texture) {
57 super(texture);
81 Texture texture; field in class:SortedSpriteTest
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DecalTest.java 25 import com.badlogic.gdx.graphics.Texture;
37 Texture egg;
38 Texture wheel;
54 egg = new Texture(Gdx.files.internal("data/egg.png"));
55 egg.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
56 egg.setWrap(Texture.TextureWrap.ClampToEdge, Texture.TextureWrap.ClampToEdge);
57 wheel = new Texture(Gdx.files.internal("data/wheel.png"));
58 wheel.setFilter(Texture.TextureFilter.Linear, Texture.TextureFilter.Linear);
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AlphaTest.java 23 import com.badlogic.gdx.graphics.Texture;
24 import com.badlogic.gdx.graphics.Texture.TextureFilter;
31 Texture texture; field in class:AlphaTest
39 texture = new Texture(pixmap, false);
40 texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
49 batch.draw(texture, 0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
61 texture.dispose();
PngTest.java 27 import com.badlogic.gdx.graphics.Texture;
35 Texture badlogic, screenshot;
39 badlogic = new Texture(Gdx.files.internal("data/badlogic.jpg"));
63 screenshot = new Texture(file);
CustomShaderSpriteBatchTest.java 21 import com.badlogic.gdx.graphics.Texture;
29 Texture texture; field in class:CustomShaderSpriteBatchTest
38 texture = new Texture("data/badlogic.jpg");
45 batch.draw(texture, 0, 0);
53 texture.dispose();
GLES30Test.java 5 import com.badlogic.gdx.graphics.Texture;
14 Texture texture; field in class:GLES30Test
21 texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
36 batch.draw(texture, 0, 0, Gdx.graphics.getWidth()/2f, Gdx.graphics.getHeight()/2f);
42 texture.dispose();
ImageScaleTest.java 21 import com.badlogic.gdx.graphics.Texture;
29 Texture texture; field in class:ImageScaleTest
35 texture = new Texture("data/group-debug.png");
36 Image image = new Image(texture);
41 Image image2 = new Image(texture);
59 texture.dispose();
  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/g2d/
ProgressiveJPEGTest.java 21 import com.badlogic.gdx.graphics.Texture;
23 import com.badlogic.gdx.graphics.Texture.TextureFilter;
35 private Texture texture; field in class:ProgressiveJPEGTest
41 texture = new Texture(Gdx.files.internal("data/g2d/progressive-libgdx.jpg"));
42 texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
43 drawable = new TextureRegionDrawable(new TextureRegion(texture));
58 texture.dispose();
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_tex.c 53 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
  /frameworks/base/libs/hwui/
AssetAtlas.h 20 #include "Texture.h"
39 * texture. Each bitmap is associated with a location, defined in pixels,
41 * an external texture using the EGLImageKHR extension.
46 * Entry representing the texture and uvMapper of a PixelRef in the
52 * A "virtual texture" object that represents the texture
53 * this entry belongs to. This texture should never be
56 Texture* texture; member in class:android::uirenderer::AssetAtlas::Entry
59 * Maps texture coordinates in the [0..1] range into th
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AssetAtlas.cpp 41 mTexture = new Texture(caches);
69 Texture* AssetAtlas::getEntryTexture(const SkPixelRef* pixelRef) const {
71 return result != mEntries.end() ? result->second->texture : nullptr;
75 * Delegates changes to wrapping and filtering to the base atlas texture
78 struct DelegateTexture: public Texture {
79 DelegateTexture(Caches& caches, Texture* delegate)
80 : Texture(caches), mDelegate(delegate) { }
93 Texture* const mDelegate;
117 Texture* texture = new DelegateTexture(caches, mTexture) local
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Texture.h 33 * Represents an OpenGL texture.
35 class Texture : public GpuMemoryTracker {
37 Texture(Caches& caches)
38 : GpuMemoryTracker(GpuObjectType::Texture)
42 virtual ~Texture() { }
61 * Convenience method to call glDeleteTextures() on this texture's id.
66 * Sets the width, height, and format of the texture along with allocating
67 * the texture ID. Does nothing if the width, height, and format are already
77 * Updates this Texture with the contents of the provided SkBitmap,
92 * Wraps an existing texture
183 Texture* const texture; member in class:android::uirenderer::AutoTexture
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  /external/libgdx/gdx/src/com/badlogic/gdx/assets/loaders/
TextureLoader.java 27 import com.badlogic.gdx.graphics.Texture;
28 import com.badlogic.gdx.graphics.Texture.TextureFilter;
29 import com.badlogic.gdx.graphics.Texture.TextureWrap;
36 /** {@link AssetLoader} for {@link Texture} instances. The pixel data is loaded asynchronously. The texture is then created on the
39 * various Texture constructors, e.g. filtering, whether to generate mipmaps and so on.
41 public class TextureLoader extends AsynchronousAssetLoader<Texture, TextureLoader.TextureParameter> {
45 Texture texture; field in class:TextureLoader.TextureLoaderInfo
61 info.texture = null;
104 public Texture texture = null; field in class:TextureLoader.TextureParameter
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  /external/libgdx/gdx/src/com/badlogic/gdx/graphics/g3d/attributes/
TextureAttribute.java 19 import com.badlogic.gdx.graphics.Texture;
49 public static TextureAttribute createDiffuse (final Texture texture) {
50 return new TextureAttribute(Diffuse, texture);
57 public static TextureAttribute createSpecular (final Texture texture) {
58 return new TextureAttribute(Specular, texture);
65 public static TextureAttribute createNormal (final Texture texture) {
66 return new TextureAttribute(Normal, texture);
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  /external/replicaisland/src/com/replica/replicaisland/
TextureLibrary.java 33 * The Texture Library manages all textures in the game. Textures are pooled and handed out to
34 * requesting parties via allocateTexture(). However, the texture data itself is not immediately
36 * a call to loadTexture() or loadAllTextures(). This allows Texture objects to be dispersed to
37 * various game systems and while the texture data itself is streamed in or loaded as necessary.
42 Texture[] mTextureHash;
50 mTextureHash = new Texture[DEFAULT_SIZE];
52 mTextureHash[x] = new Texture();
67 * Creates a Texture object that is mapped to the passed resource id. If a texture has already
68 * been allocated for this id, the previously allocated Texture object is returned
73 Texture texture = getTextureByResource(resourceID); local
83 Texture texture = allocateTexture(resourceID); local
223 Texture texture = null; local
260 Texture texture = null; local
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DrawableObject.java 51 // Override to allow drawables to be sorted by texture.
52 public Texture getTexture() {
  /external/mesa3d/src/mesa/drivers/dri/intel/
intel_span.c 117 if (!ctx->Texture.Unit[i]._ReallyEnabled)
119 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
130 * renderbuffes and all currently bound texture objects.
158 if (ctx->Texture.Unit[i]._ReallyEnabled) {
159 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
188 if (ctx->Texture.Unit[i]._ReallyEnabled &&
190 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
208 if (ctx->Texture.Unit[i]._ReallyEnabled &&
210 struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;

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