/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/ |
D | MaterialLoader.java | 64 private Texture[] textures = new Texture[4]; field in MaterialLoader 139 textures[texUnit].setImage(loadedTexture.getImage()); in readTextureImage() 140 textures[texUnit].setMinFilter(loadedTexture.getMinFilter()); in readTextureImage() 141 textures[texUnit].setKey(loadedTexture.getKey()); in readTextureImage() 144 textures[texUnit].setWrap(WrapMode.Repeat); in readTextureImage() 146 textures[texUnit].setName(texName); in readTextureImage() 149 textures[texUnit].setName(texKey.getName()); in readTextureImage() 153 textures[texUnit].setImage(PlaceholderAssets.getPlaceholderImage()); in readTextureImage() 165 textures[texUnit].setWrap(WrapMode.Repeat); in readTextureUnitStatement() 167 textures[texUnit].setWrap(WrapMode.Clamp); in readTextureUnitStatement() [all …]
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/ |
D | MaterialContext.java | 11 import com.jme3.scene.plugins.blender.textures.TextureHelper; 12 import com.jme3.scene.plugins.blender.textures.blending.TextureBlender; 13 import com.jme3.scene.plugins.blender.textures.blending.TextureBlenderFactory; 41 /* package */final List<Structure> textures; field in MaterialContext 101 textures = new ArrayList<Structure>(); in MaterialContext() 129 textures.add(tex); in MaterialContext() 132 textures.add(tex); in MaterialContext() 149 List<Texture> textures = new ArrayList<Texture>(entry.getValue().size()); in MaterialContext() local 162 textures.add(texture); in MaterialContext() 165 loadedTextures.put(entry.getKey(), textureHelper.mergeTextures(textures, this)); in MaterialContext() [all …]
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D | MaterialHelper.java | 201 if(materialContext.textures.size() > 1) { in toMaterial() 303 Map<String, Texture> textures = new HashMap<String, Texture>(textureParamNames.length); in getNonTexturedMaterial() local 307 textures.put(textureParamName, matParamTexture.getTextureValue()); in getNonTexturedMaterial() 310 if (textures.isEmpty()) { in getNonTexturedMaterial() 314 for (Entry<String, Texture> textureParamName : textures.entrySet()) { in getNonTexturedMaterial() 327 for (Entry<String, Texture> textureEntry : textures.entrySet()) { in getNonTexturedMaterial()
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/external/webkit/Source/WebCore/platform/graphics/android/rendering/ |
D | TilesManager.cpp | 193 WTF::Vector<TileTexture*>& textures, in discardTexturesVector() argument 196 const unsigned int max = textures.size(); in discardTexturesVector() 200 TextureOwner* owner = textures[i]->owner(); in discardTexturesVector() 204 textures[i]->discardGLTexture(); in discardTexturesVector() 214 bool base = textures == m_textures; in discardTexturesVector() 219 textures.remove(discardedIndex[i]); in discardTexturesVector() 221 int remainedTextureNumber = textures.size(); in discardTexturesVector() 253 void TilesManager::dirtyTexturesVector(WTF::Vector<TileTexture*>& textures) in dirtyTexturesVector() argument 255 for (unsigned int i = 0; i < textures.size(); i++) { in dirtyTexturesVector() 256 Tile* currentOwner = static_cast<Tile*>(textures[i]->owner()); in dirtyTexturesVector()
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D | TilesManager.h | 165 WTF::Vector<TileTexture*>& textures, 167 void dirtyTexturesVector(WTF::Vector<TileTexture*>& textures);
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/external/quake/quake/src/WinQuake/kit/ |
D | README.TXT | 57 The amount of textures used in the game can have a large impact on performance. 61 There is no way to flush already loaded textures, so it is best to change 63 the textures when you change levels. 65 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 66 128, etc), but software quake had a number of textures that repeated at 24 76 textures to be managed. 79 This causes all textures to have one half the dimensions they otherwise would. 81 textures one quarter the resolution on each axis for REALLY blurry textures. 95 pass instead of two. GLQuake uses two passes, one for the world textures 96 and the second for the lightmaps that are blended on the textures. On some [all …]
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/external/quake/quake/src/WinQuake/ |
D | glqnotes.txt | 57 The amount of textures used in the game can have a large impact on performance. 61 There is no way to flush already loaded textures, so it is best to change 63 the textures when you change levels. 65 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 66 128, etc), but software quake had a number of textures that repeated at 24 76 textures to be managed. 79 This causes all textures to have one half the dimensions they otherwise would. 81 textures one quarter the resolution on each axis for REALLY blurry textures. 95 pass instead of two. GLQuake uses two passes, one for the world textures 96 and the second for the lightmaps that are blended on the textures. On some [all …]
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D | gl_rmisc.cpp | 426 if (!cl.worldmodel->textures[i]) in R_NewMap() 428 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) in R_NewMap() 430 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) in R_NewMap() 432 cl.worldmodel->textures[i]->texturechain = NULL; in R_NewMap()
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/external/quake/quake/src/QW/docs/ |
D | glqwcl-readme.txt | 51 The amount of textures used in the game can have a large impact on performance. 55 There is no way to flush already loaded textures, so it is best to change 57 the textures when you change levels. 59 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 60 128, etc), but software quake had a number of textures that repeated at 24 70 textures to be managed. 73 This causes all textures to have one half the dimensions they otherwise would. 75 textures one quarter the resolution on each axis for REALLY blurry textures. 130 This sets the opacity of water textures, so you can see through it in properly
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/external/quake/quake/src/WinQuake/docs/ |
D | readme.glquake | 71 The amount of textures used in the game can have a large impact on performance. 75 There is no way to flush already loaded textures, so it is best to change 77 the textures when you change levels. 79 OpenGL only allows textures to repeat on power of two boundaries (32, 64, 80 128, etc), but software quake had a number of textures that repeated at 24 90 textures to be managed. 93 This causes all textures to have one half the dimensions they otherwise would. 95 textures one quarter the resolution on each axis for REALLY blurry textures. 150 This sets the opacity of water textures, so you can see through it in properly
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/external/jmonkeyengine/engine/src/blender/com/jme3/asset/ |
D | BlenderKey.java | 499 private List<Texture> textures; field in BlenderKey.LoadingResults 523 textures = new ArrayList<Texture>(); in LoadingResults() 586 if (textures != null) { in addTexture() 587 textures.add(texture); in addTexture() 643 return textures; in getTextures()
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/external/skia/src/gpu/effects/ |
D | GrSimpleTextureEffect.cpp | 72 GrTexture* textures[]) { in TestCreate() argument 76 return GrSimpleTextureEffect::Create(textures[texIdx], matrix); in TestCreate()
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D | GrConvolutionEffect.cpp | 183 GrTexture* textures[]) { in TestCreate() argument 193 return GrConvolutionEffect::Create(textures[texIdx], dir, radius,kernel); in TestCreate()
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D | GrTextureDomainEffect.cpp | 191 GrTexture* textures[]) { in TestCreate() argument 201 return GrTextureDomainEffect::Create(textures[texIdx], matrix, domain, wrapMode); in TestCreate()
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/ |
D | TextureBlenderDDS.java | 1 package com.jme3.scene.plugins.blender.textures.blending; 11 import com.jme3.scene.plugins.blender.textures.TexturePixel;
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D | TextureBlender.java | 1 package com.jme3.scene.plugins.blender.textures.blending;
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D | TextureBlenderFactory.java | 1 package com.jme3.scene.plugins.blender.textures.blending;
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/external/quake/quake/src/QW/client/ |
D | gl_rmisc.c | 428 if (!cl.worldmodel->textures[i]) in R_NewMap() 430 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) in R_NewMap() 432 if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) in R_NewMap() 434 cl.worldmodel->textures[i]->texturechain = NULL; in R_NewMap()
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/ |
D | TextureGeneratorMusgrave.java | 32 package com.jme3.scene.plugins.blender.textures; 36 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.MusgraveFunction;
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D | TextureGeneratorDistnoise.java | 32 package com.jme3.scene.plugins.blender.textures; 37 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.NoiseFunction;
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D | TextureGeneratorVoronoi.java | 32 package com.jme3.scene.plugins.blender.textures; 37 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.NoiseMath;
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/external/quake/quake/src/QW/server/ |
D | model.c | 290 loadmodel->textures = NULL; in Mod_LoadTextures() 298 loadmodel->textures = Hunk_AllocName (m->nummiptex * sizeof(*loadmodel->textures) , loadname); in Mod_LoadTextures() 315 loadmodel->textures[i] = tx; in Mod_LoadTextures() 331 tx = loadmodel->textures[i]; in Mod_LoadTextures() 364 tx2 = loadmodel->textures[j]; in Mod_LoadTextures() 607 if (!loadmodel->textures) in Mod_LoadTexinfo() 616 out->texture = loadmodel->textures[miptex]; in Mod_LoadTexinfo()
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/external/quake/quake/src/QW/progs/ |
D | buttons.qc | 13 self.frame = 1; // use alternate textures 25 self.frame = 0; // use normal textures
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/external/replicaisland/src/com/replica/replicaisland/ |
D | GLErrorLogger.java | 175 public void glDeleteTextures(int n, IntBuffer textures) { in glDeleteTextures() argument 176 ((GL10)mGL).glDeleteTextures(n, textures); in glDeleteTextures() 180 public void glDeleteTextures(int n, int[] textures, int offset) { in glDeleteTextures() argument 181 ((GL10)mGL).glDeleteTextures(n, textures, offset); in glDeleteTextures() 294 public void glGenTextures(int n, IntBuffer textures) { in glGenTextures() argument 295 ((GL10)mGL).glGenTextures(n, textures); in glGenTextures() 299 public void glGenTextures(int n, int[] textures, int offset) { in glGenTextures() argument 300 ((GL10)mGL).glGenTextures(n, textures, offset); in glGenTextures()
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/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/ |
D | LwjglGL1Renderer.java | 800 Image[] textures = context.boundTextures; in setTexture() local 816 if (textures[unit] != image) { in setTexture() 819 textures[unit] = image; in setTexture() 830 Image[] textures = context.boundTextures; in clearTextureUnits() local 831 if (textures[0] != null) { in clearTextureUnits() 833 textures[0] = null; in clearTextureUnits()
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