Searched defs:offsetY (Results 1 – 13 of 13) sorted by relevance
/external/replicaisland/src/com/replica/replicaisland/ |
D | AABoxCollisionVolume.java | 31 public AABoxCollisionVolume(float offsetX, float offsetY, float width, float height) { in AABoxCollisionVolume() 37 public AABoxCollisionVolume(float offsetX, float offsetY, float width, float height, in AABoxCollisionVolume()
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D | MovementComponent.java | 50 float offsetY = sInterpolator.interpolate(timeDelta); in update() local
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D | LaunchProjectileComponent.java | 135 float offsetY = mOffsetY; in launch() local 199 public final void setOffsetY(float offsetY) { in setOffsetY()
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D | LauncherComponent.java | 145 …c void setLaunchEffect(GameObjectFactory.GameObjectType effectType, float offsetX, float offsetY) { in setLaunchEffect()
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D | TiledVertexGrid.java | 90 final float offsetY = tileY * tileHeight; in generateGrid() local
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/external/skia/tests/ |
D | DrawTextTest.cpp | 77 for (float offsetY = 0.0f; offsetY < 1.0f; offsetY += (1.0f / 16.0f)) { in DEF_TEST() local
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/external/skia/gm/ |
D | pictureshadertile.cpp | 21 SkScalar offsetX, offsetY; member
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/external/jmonkeyengine/engine/src/core/com/jme3/shadow/ |
D | ShadowUtil.java | 299 float offsetX, offsetY, offsetZ; in updateShadowCamera() local 460 float offsetX, offsetY, offsetZ; in updateShadowCamera() local
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/external/replicaisland/tools/ |
D | ExtractPoints.js | 222 var offsetY = Math.floor(x / tilesPerRow) * tileSizeY; variable
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/external/skia/src/core/ |
D | SkClipStack.cpp | 812 int offsetY, in getConservativeBounds()
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D | SkAAClip.cpp | 802 const int offsetY = bounds.fTop; in setRegion() local
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/external/deqp/modules/gles2/functional/ |
D | es2fTextureCompletenessTests.cpp | 158 int offsetY = random.getInt(0, m_renderCtx.getRenderTarget().getHeight() - viewportHeight); in iterate() local 211 int offsetY = random.getInt(0, de::max(0,m_renderCtx.getRenderTarget().getHeight() - 64)); in iterate() local
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/external/jmonkeyengine/engine/src/terrain/com/jme3/terrain/geomipmap/ |
D | LODGeomap.java | 136 float offsetY = -offset.y + (offsetAmount * 1.0f);//note the -, we flip the tex coords in getUV() local
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