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  /external/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/
Stage.java 46 import com.badlogic.gdx.utils.viewport.ScalingViewport;
47 import com.badlogic.gdx.utils.viewport.Viewport;
49 /** A 2D scene graph containing hierarchies of {@link Actor actors}. Stage handles the viewport and distributes input events.
51 * {@link #setViewport(Viewport)} controls the coordinates used within the stage and sets up the camera used to convert between
68 private Viewport viewport; field in class:Stage
96 /** Creates a stage with the specified viewport. The stage will use its own {@link Batch} which will be disposed when the stage
98 public Stage (Viewport viewport) {
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  /external/mesa3d/src/mesa/swrast/
s_context.c 78 if ( ctx->Viewport.X < 0
79 || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
80 || ctx->Viewport.Y < 0
81 || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
s_depth.c 174 if (ctx->Viewport.Near < ctx->Viewport.Far) {
175 min_f = ctx->Viewport.Near;
176 max_f = ctx->Viewport.Far;
178 min_f = ctx->Viewport.Far;
179 max_f = ctx->Viewport.Near;
  /external/mesa3d/src/mesa/main/
rastpos.c 234 z2 = CLAMP(z, 0.0F, 1.0F) * (ctx->Viewport.Far - ctx->Viewport.Near)
235 + ctx->Viewport.Near;
450 /* Push current matrix mode and viewport attributes */
469 /* restore matrices, viewport and matrix mode */
get.c 423 { GL_DEPTH_RANGE, CONTEXT_FIELD(Viewport.Near, TYPE_FLOATN_2), NO_EXTRA },
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  /external/libgdx/gdx/src/com/badlogic/gdx/utils/viewport/
Viewport.java 17 package com.badlogic.gdx.utils.viewport;
34 public abstract class Viewport {
46 /** Applies the viewport to the camera and sets the glViewport.
61 /** Configures this viewport's screen bounds using the specified screen size and calls {@link #apply(boolean)}. Typically called
139 /** The virtual width of this viewport in world coordinates. This width is scaled to the viewport's screen width. */
148 /** The virtual height of this viewport in world coordinates. This height is scaled to the viewport's screen height. */
162 /** Sets the viewport's offset from the left edge of the screen. This is typically set by {@link #update(int, int, boolean)}. */
171 /** Sets the viewport's offset from the bottom edge of the screen. This is typically set by {@link #update(int, int, boo (…)
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  /external/libgdx/tests/gdx-tests/src/com/badlogic/gdx/tests/
CpuSpriteBatchTest.java 37 import com.badlogic.gdx.utils.viewport.ExtendViewport;
38 import com.badlogic.gdx.utils.viewport.Viewport;
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_sf_state.c 50 const GLfloat *v = ctx->Viewport._WindowMap.m;
67 sfv->viewport.m00 = v[MAT_SX];
68 sfv->viewport.m11 = v[MAT_SY] * y_scale;
69 sfv->viewport.m22 = v[MAT_SZ] * depth_scale;
70 sfv->viewport.m30 = v[MAT_TX];
71 sfv->viewport.m31 = v[MAT_TY] * y_scale + y_bias;
72 sfv->viewport.m32 = v[MAT_TZ] * depth_scale;
209 * The viewport is inverted for rendering to a FBO, and that inverts
305 /* Emit SF viewport relocation */
  /external/mesa3d/src/mesa/drivers/dri/nouveau/
nv10_state_fb.c 153 context_dirty(ctx, VIEWPORT);
179 struct gl_viewport_attrib *vp = &ctx->Viewport;
217 context_dirty(ctx, VIEWPORT);
nouveau_state.c 112 context_dirty(ctx, VIEWPORT);
435 context_dirty(ctx, VIEWPORT);
551 ctx->Driver.Viewport = nouveau_viewport;
  /external/mesa3d/src/mesa/program/
prog_statevars.c 353 value[0] = ctx->Viewport.Near; /* near */
354 value[1] = ctx->Viewport.Far; /* far */
355 value[2] = ctx->Viewport.Far - ctx->Viewport.Near; /* far - near */
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  /external/mesa3d/src/mesa/drivers/common/
meta.c 72 #include "main/viewport.h"
750 /* save viewport state */
751 save->ViewportX = ctx->Viewport.X;
752 save->ViewportY = ctx->Viewport.Y;
753 save->ViewportW = ctx->Viewport.Width;
754 save->ViewportH = ctx->Viewport.Height;
755 /* set viewport to match window size */
756 if (ctx->Viewport.X != 0 ||
757 ctx->Viewport.Y != 0 ||
758 ctx->Viewport.Width != ctx->DrawBuffer->Width |
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driverfuncs.c 157 driver->Viewport = NULL;
  /external/mesa3d/src/mesa/drivers/dri/intel/
intel_context.c 601 intel->saved_viewport = functions->Viewport;
602 functions->Viewport = intel_viewport;
892 * viewport. So just call intel_draw_buffer() again here. */
  /external/skia/src/views/win/
SkOSWindow_win.cpp 520 ANGLE_GL_CALL(intf, Viewport(0, 0,
577 COMMAND_BUFFER_GL_CALL(intf, Viewport(0, 0,
  /external/libgdx/gdx/src/com/badlogic/gdx/scenes/scene2d/ui/
Dialog.java 35 import com.badlogic.gdx.utils.viewport.Viewport;
  /external/mesa3d/src/mapi/glapi/
glapi_getproc.c 623 char *viewportFunc = (char*) &table->Viewport;
  /external/mesa3d/src/mesa/tnl_dd/
t_dd_vb.c 87 GLfloat *s = ctx->Viewport._WindowMap.m;
  /external/mesa3d/src/mesa/drivers/dri/i915/
i830_vtbl.c 838 /* update viewport since it depends on window size */
846 ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
i915_vtbl.c 809 /* update viewport since it depends on window size */
816 ctx->Driver.DepthRange(ctx, ctx->Viewport.Near, ctx->Viewport.Far);
  /external/skia/src/gpu/gl/
GrGLAssembleInterface.cpp 254 GET_PROC(Viewport);
690 GET_PROC(Viewport);
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  /external/mesa3d/src/mesa/drivers/dri/swrast/
swrast.c 621 viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h) function
651 driver->Viewport = viewport;
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_state.c     [all...]
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_state.c     [all...]
  /external/mesa3d/src/gallium/state_trackers/wgl/
stw_icd.h 355 void (GLAPIENTRY * Viewport)(GLint, GLint, GLsizei, GLsizei);

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