public final boolean set (final int uniform, final TextureDescriptor textureDesc) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(textureDesc)); return true; }
/** Sets up the render context, must be matched with a call to {@link #end()}. */ public void begin () { Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); depthFunc = 0; Gdx.gl.glDepthMask(true); depthMask = true; Gdx.gl.glDisable(GL20.GL_BLEND); blending = false; Gdx.gl.glDisable(GL20.GL_CULL_FACE); cullFace = blendSFactor = blendDFactor = 0; textureBinder.begin(); }
/** Resets all changed OpenGL states to their defaults. */ public void end () { if (depthFunc != 0) Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); if (!depthMask) Gdx.gl.glDepthMask(true); if (blending) Gdx.gl.glDisable(GL20.GL_BLEND); if (cullFace > 0) Gdx.gl.glDisable(GL20.GL_CULL_FACE); textureBinder.end(); }
/** Sets up the render context, must be matched with a call to {@link #end()}. */ public void begin () { Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); depthFunc = 0; Gdx.gl.glDepthMask(true); depthMask = true; Gdx.gl.glDisable(GL20.GL_BLEND); blending = false; Gdx.gl.glDisable(GL20.GL_CULL_FACE); cullFace = blendSFactor = blendDFactor = 0; textureBinder.begin(); }
/** Resets all changed OpenGL states to their defaults. */ public void end () { if (depthFunc != 0) Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); if (!depthMask) Gdx.gl.glDepthMask(true); if (blending) Gdx.gl.glDisable(GL20.GL_BLEND); if (cullFace > 0) Gdx.gl.glDisable(GL20.GL_CULL_FACE); textureBinder.end(); }
public final boolean set (final int uniform, final TextureDescriptor textureDesc) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(textureDesc)); return true; }
/** Sets up the render context, must be matched with a call to {@link #end()}. */ public void begin () { Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); depthFunc = 0; Gdx.gl.glDepthMask(true); depthMask = true; Gdx.gl.glDisable(GL20.GL_BLEND); blending = false; Gdx.gl.glDisable(GL20.GL_CULL_FACE); cullFace = blendSFactor = blendDFactor = 0; textureBinder.begin(); }
/** Resets all changed OpenGL states to their defaults. */ public void end () { if (depthFunc != 0) Gdx.gl.glDisable(GL20.GL_DEPTH_TEST); if (!depthMask) Gdx.gl.glDepthMask(true); if (blending) Gdx.gl.glDisable(GL20.GL_BLEND); if (cullFace > 0) Gdx.gl.glDisable(GL20.GL_CULL_FACE); textureBinder.end(); }
public final boolean set (final int uniform, final GLTexture texture) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(texture)); return true; } }
public final boolean set (final int uniform, final GLTexture texture) { if (locations[uniform] < 0) return false; program.setUniformi(locations[uniform], context.textureBinder.bind(texture)); return true; } }
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Ambient))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Specular))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Reflection))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Normal))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Normal))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Diffuse))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Emissive))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Diffuse))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Emissive))).textureDescription); shader.set(inputID, unit); } };
@Override public void set (BaseShader shader, int inputID, Renderable renderable, Attributes combinedAttributes) { final int unit = shader.context.textureBinder.bind(((TextureAttribute)(combinedAttributes .get(TextureAttribute.Specular))).textureDescription); shader.set(inputID, unit); } };