/** Method to transform the texture coordinates in the mesh. This is a potentially slow operation, use with care. It will also * create a temporary float[] which will be garbage collected. * * @param matrix the transformation matrix */ public void transformUV (final Matrix3 matrix) { transformUV(matrix, 0, getNumVertices()); }
/** Method to transform the texture coordinates in the mesh. This is a potentially slow operation, use with care. It will also * create a temporary float[] which will be garbage collected. * * @param matrix the transformation matrix */ public void transformUV (final Matrix3 matrix) { transformUV(matrix, 0, getNumVertices()); }
protected void transformUV (final Matrix3 matrix, final int start, final int count) { final VertexAttribute posAttr = getVertexAttribute(Usage.TextureCoordinates); final int offset = posAttr.offset / 4; final int vertexSize = getVertexSize() / 4; final int numVertices = getNumVertices(); final float[] vertices = new float[numVertices * vertexSize]; // TODO: getVertices(vertices, start * vertexSize, count * vertexSize); getVertices(0, vertices.length, vertices); transformUV(matrix, vertices, vertexSize, offset, start, count); setVertices(vertices, 0, vertices.length); // TODO: setVertices(start * vertexSize, vertices, 0, vertices.length); }
protected void transformUV (final Matrix3 matrix, final int start, final int count) { final VertexAttribute posAttr = getVertexAttribute(Usage.TextureCoordinates); final int offset = posAttr.offset / 4; final int vertexSize = getVertexSize() / 4; final int numVertices = getNumVertices(); final float[] vertices = new float[numVertices * vertexSize]; // TODO: getVertices(vertices, start * vertexSize, count * vertexSize); getVertices(0, vertices.length, vertices); transformUV(matrix, vertices, vertexSize, offset, start, count); setVertices(vertices, 0, vertices.length); // TODO: setVertices(start * vertexSize, vertices, 0, vertices.length); }
/** Method to transform the texture coordinates in the mesh. This is a potentially slow operation, use with care. It will also * create a temporary float[] which will be garbage collected. * * @param matrix the transformation matrix */ public void transformUV (final Matrix3 matrix) { transformUV(matrix, 0, getNumVertices()); }
protected void transformUV (final Matrix3 matrix, final int start, final int count) { final VertexAttribute posAttr = getVertexAttribute(Usage.TextureCoordinates); final int offset = posAttr.offset / 4; final int vertexSize = getVertexSize() / 4; final int numVertices = getNumVertices(); final float[] vertices = new float[numVertices * vertexSize]; // TODO: getVertices(vertices, start * vertexSize, count * vertexSize); getVertices(0, vertices.length, vertices); transformUV(matrix, vertices, vertexSize, offset, start, count); setVertices(vertices, 0, vertices.length); // TODO: setVertices(start * vertexSize, vertices, 0, vertices.length); }