Package com.ngt.jopenmetaverse.shared.sim.rendering.math

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)
View Full Code Here


    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)
View Full Code Here

    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)
View Full Code Here

    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)
View Full Code Here

    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)
View Full Code Here

    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)
View Full Code Here

    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)
View Full Code Here

    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)
   
View Full Code Here

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