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Searched refs:textures (Results 1 – 25 of 90) sorted by relevance

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/external/jmonkeyengine/engine/src/ogre/com/jme3/scene/plugins/ogre/
DMaterialLoader.java64 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()
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/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/materials/
DMaterialContext.java11 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()
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DMaterialHelper.java201 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()
/external/webkit/Source/WebCore/platform/graphics/android/rendering/
DTilesManager.cpp193 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()
DTilesManager.h165 WTF::Vector<TileTexture*>& textures,
167 void dirtyTexturesVector(WTF::Vector<TileTexture*>& textures);
/external/quake/quake/src/WinQuake/kit/
DREADME.TXT57 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
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/external/quake/quake/src/WinQuake/
Dglqnotes.txt57 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 …]
Dgl_rmisc.cpp426 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()
/external/quake/quake/src/QW/docs/
Dglqwcl-readme.txt51 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
/external/quake/quake/src/WinQuake/docs/
Dreadme.glquake71 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
/external/jmonkeyengine/engine/src/blender/com/jme3/asset/
DBlenderKey.java499 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()
/external/skia/src/gpu/effects/
DGrSimpleTextureEffect.cpp72 GrTexture* textures[]) { in TestCreate() argument
76 return GrSimpleTextureEffect::Create(textures[texIdx], matrix); in TestCreate()
DGrConvolutionEffect.cpp183 GrTexture* textures[]) { in TestCreate() argument
193 return GrConvolutionEffect::Create(textures[texIdx], dir, radius,kernel); in TestCreate()
DGrTextureDomainEffect.cpp191 GrTexture* textures[]) { in TestCreate() argument
201 return GrTextureDomainEffect::Create(textures[texIdx], matrix, domain, wrapMode); in TestCreate()
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/blending/
DTextureBlenderDDS.java1 package com.jme3.scene.plugins.blender.textures.blending;
11 import com.jme3.scene.plugins.blender.textures.TexturePixel;
DTextureBlender.java1 package com.jme3.scene.plugins.blender.textures.blending;
DTextureBlenderFactory.java1 package com.jme3.scene.plugins.blender.textures.blending;
/external/quake/quake/src/QW/client/
Dgl_rmisc.c428 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()
/external/jmonkeyengine/engine/src/blender/com/jme3/scene/plugins/blender/textures/
DTextureGeneratorMusgrave.java32 package com.jme3.scene.plugins.blender.textures;
36 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.MusgraveFunction;
DTextureGeneratorDistnoise.java32 package com.jme3.scene.plugins.blender.textures;
37 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.NoiseFunction;
DTextureGeneratorVoronoi.java32 package com.jme3.scene.plugins.blender.textures;
37 import com.jme3.scene.plugins.blender.textures.NoiseGenerator.NoiseMath;
/external/quake/quake/src/QW/server/
Dmodel.c290 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()
/external/quake/quake/src/QW/progs/
Dbuttons.qc13 self.frame = 1; // use alternate textures
25 self.frame = 0; // use normal textures
/external/replicaisland/src/com/replica/replicaisland/
DGLErrorLogger.java175 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()
/external/jmonkeyengine/engine/src/lwjgl/com/jme3/renderer/lwjgl/
DLwjglGL1Renderer.java800 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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