List of usage examples for org.lwjgl.opengl GL20 nglUniformMatrix3fv
public static void nglUniformMatrix3fv(int location, int count, boolean transpose, long value)
From source file:ar.com.quark.backend.lwjgl.opengl.DesktopGLES20.java
License:Apache License
/** * {@inheritDoc}/*from w w w . jav a 2 s . c o m*/ */ @Override public void glUniformMatrix3fv(int name, boolean transpose, Float32Array buffer) { GL20.nglUniformMatrix3fv(name, (buffer.remaining() >> 2) / 9, transpose, MemoryUtil.memAddress(buffer.<ByteBuffer>data())); }
From source file:com.samrj.devil.gl.ShaderProgram.java
License:Open Source License
/** * Specifies the value of a uniform variable for this program. Program must * be in use. Returns true if and only if the uniform exists and is active. * //www . j a v a2 s . c om * @param name The name of the uniform to specify. * @return Whether or not the uniform exists and is active. */ public boolean uniformMat3(String name, Mat3 matrix) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; long address = MemStack.wrap(matrix); GL20.nglUniformMatrix3fv(loc, 1, false, address); MemStack.pop(); return true; }
From source file:com.samrj.devil.gl.ShaderProgram.java
License:Open Source License
/** * Specifies the values of a uniform variable array for this program. Must * be in use. Returns true if and only if the uniform exists and is active. * /*from w w w.j a v a2 s . c om*/ * @param name The name of the uniform array to specify. * @param array An array of values to set the uniform to. * @return Whether or not the uniform exists and is active. */ public boolean uniformMat3v(String name, Mat3... array) { if (DGL.currentProgram() != this) throw new IllegalStateException("Program must be in use."); int loc = GL20.glGetUniformLocation(id, name); if (loc < 0) return false; long address = MemStack.wrapv(array); GL20.nglUniformMatrix3fv(loc, array.length, false, address); MemStack.pop(); return true; }