Examples of fillAndFlipBuffer()


Examples of fcagnin.jglsdk.glm.Mat4.fillAndFlipBuffer()

                glUseProgram( objectColor.theProgram );
                glUniformMatrix4( objectColor.modelToWorldMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                glUniformMatrix4( objectColor.worldToCameraMatrixUnif, false,
                        identity.fillAndFlipBuffer( mat4Buffer ) );
                cubeColorMesh.render();
                glUseProgram( 0 );

                modelMatrix.pop();
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Examples of fcagnin.jglsdk.glm.Mat4.fillAndFlipBuffer()

        float elapsedTime = getElapsedTime() / 1000.0f;
        for ( Instance currInst : instanceList ) {
            final Mat4 transformMatrix = currInst.constructMatrix( elapsedTime );

            glUniformMatrix4( modelToCameraMatrixUnif, false, transformMatrix.fillAndFlipBuffer( mat4Buffer ) );
            glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
        }

        glBindVertexArray( 0 );
        glUseProgram( 0 );
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Examples of fcagnin.jglsdk.glm.Mat4.fillAndFlipBuffer()

        float elapsedTime = getElapsedTime() / 1000.0f;
        for ( Instance currInst : instanceList ) {
            final Mat4 transformMatrix = currInst.constructMatrix( elapsedTime );

            glUniformMatrix4( modelToCameraMatrixUnif, false, transformMatrix.fillAndFlipBuffer( mat4Buffer ) );
            glDrawElements( GL_TRIANGLES, indexData.length, GL_UNSIGNED_SHORT, 0 );
        }

        glBindVertexArray( 0 );
        glUseProgram( 0 );
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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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Examples of fcagnin.jglsdk.glm.Vec4.fillAndFlipBuffer()

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

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

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

            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();
        }
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