Package fcagnin.jglsdk.glm

Examples of fcagnin.jglsdk.glm.Vec4.fillAndFlipBuffer()


                glUseProgram( unlit.theProgram );
                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                Vec4 lightColor = lights.getSunlightIntensity();
                glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                scene.getSphereMesh().render( "flat" );

                modelMatrix.pop();
            }
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                    glUseProgram( unlit.theProgram );
                    glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                    Vec4 lightColor = lights.getPointLightIntensity( light );
                    glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                    scene.getCubeMesh().render( "flat" );

                    modelMatrix.pop();
                }
            }
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                glUseProgram( unlit.theProgram );
                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                Vec4 lightColor = lights.getSunlightIntensity();
                glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                scene.getSphereMesh().render( "flat" );

                modelMatrix.pop();
            }
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                    glUseProgram( unlit.theProgram );
                    glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                    Vec4 lightColor = lights.getPointLightIntensity( light );
                    glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                    scene.getCubeMesh().render( "flat" );

                    modelMatrix.pop();
                }
            }
View Full Code Here

                glUseProgram( unlit.theProgram );
                glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                Vec4 lightColor = lights.getSunlightIntensity();
                glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                scene.getSphereMesh().render( "flat" );

                modelMatrix.pop();
            }
View Full Code Here

                    glUseProgram( unlit.theProgram );
                    glUniformMatrix4( unlit.modelToCameraMatrixUnif, false,
                            modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

                    Vec4 lightColor = lights.getPointLightIntensity( light );
                    glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
                    scene.getCubeMesh().render( "flat" );

                    modelMatrix.pop();
                }
            }
View Full Code Here

            glUseProgram( progUnlit.theProgram );
            glUniformMatrix4( progUnlit.modelToCameraMatrixUnif, false,
                    modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

            Vec4 lightColor = lightEnv.getSunlightScaledIntensity();
            glUniform4( progUnlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
            sphere.render( "flat" );

            modelMatrix.pop();
        }
View Full Code Here

            glUseProgram( progUnlit.theProgram );
            glUniformMatrix4( progUnlit.modelToCameraMatrixUnif, false,
                    modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );

            Vec4 lightColor = lightEnv.getPointLightScaledIntensity( light );
            glUniform4( progUnlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
            sphere.render( "flat" );

            modelMatrix.pop();
        }
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