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Searched refs:lighting (Results 1 – 25 of 27) sorted by relevance

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/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/
DChameleonMan.txt16 Two lighting modes are available:
17 - per vertex lighting
18 - bump mapped lighting
21 - 1 - Toggle lighting modes
/external/swiftshader/third_party/PowerVR_SDK/Examples/Beginner/04_BasicTnL/
DBasicTnL.txt5 This training course consists of a demonstration of basic transformation and lighting.
8 This training course consists of a demonstration of basic transformation and lighting, growing on t…
/external/mesa3d/src/mesa/tnl/
DNOTES4 lighting.
24 and lighting entirely:
81 ususally helpful when lighting is performed in software, but
/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
DSkinnedVertShader.vsh20 particular mesh. The two-step transformation is required because lighting
90 // lighting
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
DVertShader.vsh32 // Simple diffuse lighting in model space
/external/autotest/server/site_tests/cheets_CTS_N/
Dcontrol.arm.CtsCameraTestCasesPreconditions11 DEPENDENCIES = 'arc, lighting'
Dcontrol.x86.CtsCameraTestCasesPreconditions11 DEPENDENCIES = 'arc, cts_abi_x86, lighting'
/external/autotest/client/site_tests/graphics_SanAngeles/
Dcontrol.hwqual21 basic features of OpenGL like vertex arrays, color arrays, and lighting. It
Dcontrol23 basic features of OpenGL like vertex arrays, color arrays, and lighting. It
Dcontrol.bvt24 basic features of OpenGL like vertex arrays, color arrays, and lighting. It
/external/autotest/test_suites/
Dcontrol.av_webcam7 PURPOSE = "To run webrtc camera tests on devices with sufficient lighting."
/external/skia/src/effects/
DSkLightingImageFilter.cpp1890 const GrLightingEffect& lighting = proc.cast<GrLightingEffect>(); in GenKey() local
1891 b->add32(lighting.boundaryMode() << 2 | lighting.light()->type()); in GenKey()
1892 b->add32(GrTextureDomain::GLDomain::DomainKey(lighting.domain())); in GenKey()
1897 const GrLightingEffect& lighting = proc.cast<GrLightingEffect>(); in onSetData() local
1899 fLight = lighting.light()->createGLLight(); in onSetData()
1902 GrTexture* texture = lighting.textureSampler(0).peekTexture(); in onSetData()
1906 pdman.set1f(fSurfaceScaleUni, lighting.surfaceScale()); in onSetData()
1908 lighting.light()->transform(lighting.filterMatrix())); in onSetData()
1909 fDomain.setData(pdman, lighting.domain(), texture); in onSetData()
/external/mesa3d/docs/
DVERSIONS153 - More speed improvements (lighting, fogging, polygon drawing)
193 - lighting is a bit faster
209 - faster lighting
301 - fixed FP underflow exception in lighting (specular exponent)
353 - colors returned in feedback mode were wrong when using lighting
354 - spotlights didn't effect ambient lighting correctly
365 - faster vertex transformation, clip testing, lighting
418 - fixed FP underflow problems in lighting
431 - fixed a two-sided lighting w/ clipping bug (black vertices)
633 - fixed lighting bug in Keith's new shading code
[all …]
/external/mesa3d/docs/relnotes/
D3.520 to hardware transform/clip/lighting (TCL). Keith Whitwell can take
95 instead of getting it only from lighting in GL_SEPARATE_SPECULAR_COLOR
/external/deqp/doc/testspecs/GLES2/
Dperformance.compiler.txt29 - Vertex and fragment lighting
/external/autotest/client/site_tests/graphics_SanAngeles/src/
DREADME.txt39 lighting.
/external/mesa3d/src/gallium/state_trackers/nine/
Dnine_ff.c42 uint32_t lighting : 1; member
341 boolean need_aNrm = key->lighting || key->passthrough & (1 << NINE_DECLUSAGE_NORMAL); in nine_ff_build_vs()
343 boolean need_aVtx = key->lighting || key->fog_mode || key->pointscale || key->ucp; in nine_ff_build_vs()
381 if (key->lighting || key->darkness) { in nine_ff_build_vs()
434 if (key->lighting || key->vertexblend) in nine_ff_build_vs()
776 if (key->lighting) { in nine_ff_build_vs()
1621 key.lighting = !!context->rs[D3DRS_LIGHTING] && context->ff.num_lights_active; in nine_ff_get_vs()
1625 key.lighting = 0; in nine_ff_get_vs()
1627 if ((key.lighting | key.darkness) && context->rs[D3DRS_COLORVERTEX]) { in nine_ff_get_vs()
/external/skia/gn/
Dgm.gni191 "$_gm/lighting.cpp",
/external/skia/site/dev/sheriffing/
Dindex.md151 …* Helpful message about what went wrong (e.g., “Changes to how lighting is scaled in Skia r#### ch…
/external/mesa3d/doxygen/
Dgallium.doc100 Traditional fixed-function OpenGL components (such as lighting and texture
/external/skia/tests/
DImageFilterTest.cpp1619 sk_sp<SkImageFilter> lighting(SkLightingImageFilter::MakePointLitDiffuse(location, in DEF_TEST() local
1622 REPORTER_ASSERT(reporter, !lighting->canComputeFastBounds()); in DEF_TEST()
/external/skia/
DAndroid.bp1119 "gm/lighting.cpp",
2015 "gm/lighting.cpp",
/external/syslinux/com32/lib/libpng/
Dlibpng.txt979 pleasing results, which depends on the lighting conditions in the surrounding
/external/icu/icu4j/main/shared/data/
DTransliterator_Han_Latin_Definition.txt1080 煝 < twisted\-paper\-for\-lighting\-cigarettes;
6760 燈光 < \(stage\)\-lighting;
15104 採光 < lighting;
27596 燈光 > \(stage\)\-lighting;
31386 採光 > lighting;
36691 煝 > twisted\-paper\-for\-lighting\-cigarettes;
/external/libexif/po/
Dda.po1602 # pictures, especially in challenging lighting situations.

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