/** * Set an attribute pointer value for this shader object. * * @param name * attribute variable to change * @param size * the number of rows and cols in the matrix. Must be 2, 3, or 4. * @param normalized * Specifies whether fixed-point data values should be normalized or converted directly as fixed-point * values when they are accessed. * @param data * The actual data to use as attribute pointer */ public void setAttributePointerMatrix(final String name, final int size, final boolean normalized, final FloatBufferData data) { final ShaderVariablePointerFloatMatrix shaderUniform = getShaderAttribute(name, ShaderVariablePointerFloatMatrix.class); shaderUniform.size = size; shaderUniform.normalized = normalized; shaderUniform.data = data; setNeedsRefresh(true); }
/** * Set an attribute pointer value for this shader object. * * @param name * attribute variable to change * @param size * Specifies the number of values for each element of the generic vertex attribute array. Must be 1, 2, * 3, or 4. * @param normalized * Specifies whether fixed-point data values should be normalized or converted directly as fixed-point * values when they are accessed. * @param stride * Specifies the byte offset between consecutive attribute values. If stride is 0 (the initial value), * the attribute values are understood to be tightly packed in the array. * @param data * The actual data to use as attribute pointer */ public void setAttributePointer(final String name, final int size, final boolean normalized, final int stride, final FloatBufferData data) { final ShaderVariablePointerFloat shaderUniform = getShaderAttribute(name, ShaderVariablePointerFloat.class); shaderUniform.size = size; shaderUniform.normalized = normalized; shaderUniform.stride = stride; shaderUniform.data = data; setNeedsRefresh(true); }
/** * Set an attribute pointer value for this shader object. * * @param name * attribute variable to change * @param size * Specifies the number of values for each element of the generic vertex attribute array. Must be 1, 2, * 3, or 4. * @param normalized * Specifies whether fixed-point data values should be normalized or converted directly as fixed-point * values when they are accessed. * @param unsigned * Specifies wheter the data is signed or unsigned * @param stride * Specifies the byte offset between consecutive attribute values. If stride is 0 (the initial value), * the attribute values are understood to be tightly packed in the array. * @param data * The actual data to use as attribute pointer */ public void setAttributePointer(final String name, final int size, final boolean normalized, final boolean unsigned, final int stride, final ShortBufferData data) { final ShaderVariablePointerShort shaderUniform = getShaderAttribute(name, ShaderVariablePointerShort.class); shaderUniform.size = size; shaderUniform.normalized = normalized; shaderUniform.unsigned = unsigned; shaderUniform.stride = stride; shaderUniform.data = data; setNeedsRefresh(true); }
/** * Set an attribute pointer value for this shader object. * * @param name * attribute variable to change * @param size * Specifies the number of values for each element of the generic vertex attribute array. Must be 1, 2, * 3, or 4. * @param normalized * Specifies whether fixed-point data values should be normalized or converted directly as fixed-point * values when they are accessed. * @param unsigned * Specifies wheter the data is signed or unsigned * @param stride * Specifies the byte offset between consecutive attribute values. If stride is 0 (the initial value), * the attribute values are understood to be tightly packed in the array. * @param data * The actual data to use as attribute pointer */ public void setAttributePointer(final String name, final int size, final boolean normalized, final boolean unsigned, final int stride, final ByteBufferData data) { final ShaderVariablePointerByte shaderUniform = getShaderAttribute(name, ShaderVariablePointerByte.class); shaderUniform.size = size; shaderUniform.normalized = normalized; shaderUniform.unsigned = unsigned; shaderUniform.stride = stride; shaderUniform.data = data; setNeedsRefresh(true); }
/** * Set an attribute pointer value for this shader object. * * @param name * attribute variable to change * @param size * Specifies the number of values for each element of the generic vertex attribute array. Must be 1, 2, * 3, or 4. * @param normalized * Specifies whether fixed-point data values should be normalized or converted directly as fixed-point * values when they are accessed. * @param unsigned * Specifies wheter the data is signed or unsigned * @param stride * Specifies the byte offset between consecutive attribute values. If stride is 0 (the initial value), * the attribute values are understood to be tightly packed in the array. * @param data * The actual data to use as attribute pointer */ public void setAttributePointer(final String name, final int size, final boolean normalized, final boolean unsigned, final int stride, final IntBufferData data) { final ShaderVariablePointerInt shaderUniform = getShaderAttribute(name, ShaderVariablePointerInt.class); shaderUniform.size = size; shaderUniform.normalized = normalized; shaderUniform.unsigned = unsigned; shaderUniform.stride = stride; shaderUniform.data = data; setNeedsRefresh(true); }