Examples of Vectorf


Examples of com.googlecode.gwtgl.example.client.util.math.Vectorf

    // Lighting
    webGLWrapper.uniform3f(
        shaderProgram.getUniformLocation("ambientColor"),
        ambientColorRed, ambientColorGreen, ambientColorBlue);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    webGLWrapper.uniform3f(shaderProgram
        .getUniformLocation("lightingDirection"),
        flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);
    webGLWrapper.uniform3f(shaderProgram
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    GL20.glUniformMatrix4(projectionMatrixUniform, false, resultingMatrixBuffer);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    resultingMatrixBuffer.position(0);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    resultingMatrixBuffer.position(0);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    resultingMatrixBuffer.position(0);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    resultingMatrixBuffer.position(0);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    GL20.glUniformMatrix4(projectionMatrixUniform, false, resultingMatrixBuffer);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    GL20.glUniformMatrix4(projectionMatrixUniform, false, resultingMatrixBuffer);


    // Set the lighting related uniforms
    GL20.glUniform1i(uUseLightingUniform, uUseLighting);
    Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
        .multiply(-1);
    float[] flatLightDirection = adjustedLightDirection.toArray();
    GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
        flatLightDirection[2]);   
    GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
    GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
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Examples of com.ngt.jopenmetaverse.shared.sim.rendering.math.Vectorf

    GL20.glUniformMatrix4(projectionMatrixUniform, false, resultingMatrixBuffer);


    // Set the lighting related uniforms
        GL20.glUniform1i(uUseLightingUniform, uUseLighting);
        Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
                    .multiply(-1);
        float[] flatLightDirection = adjustedLightDirection.toArray();
        GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
                    flatLightDirection[2]);   
        GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);   
        GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue)
   
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