public GLUniform set4x4Matrix(float[] elements, boolean transpose) { gl.glUniformMatrix4fv(uniformID, 1, transpose, elements, 0); return this; }
/** * @param location * @param count * @param transpose * @param value * @see com.jogamp.opengl.GL2ES2#glUniformMatrix4fv(int, int, boolean, java.nio.FloatBuffer) */ public void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer value) { try{delegate.glUniformMatrix4fv(location, count, transpose, value);} catch(GLException e){glException(e); throw e;} } /**
/** * @param location * @param count * @param transpose * @param value * @param value_offset * @see com.jogamp.opengl.GL2ES2#glUniformMatrix4fv(int, int, boolean, float[], int) */ public void glUniformMatrix4fv(int location, int count, boolean transpose, float[] value, int value_offset) { try{delegate.glUniformMatrix4fv(location, count, transpose, value, value_offset);} catch(GLException e){glException(e); throw e;} } /**
@Override public void glUniformMatrix4(int location, boolean transpose, FloatBuffer matrices) { GLContext.getCurrentGL().getGL3().glUniformMatrix4fv(location, 1, transpose, matrices); }
public void setFloatMatrix(final FloatBuffer pProjectionMatrix, final boolean pTranspose) { mGlProgram.bind(); mGlProgram.getGL() .getGL3() .glUniformMatrix4fv(mUniformId, 1, pTranspose, pProjectionMatrix); }
public void setFloatMatrix(final float[] pProjectionMatrix, final boolean pTranspose) { mGlProgram.bind(); mGlProgram.getGL() .getGL3() .glUniformMatrix4fv(mUniformId, 1, pTranspose, pProjectionMatrix, 0); }
gl.glUniformMatrix4fv(location, count, false, value, 0); break;
private void drawQuad( final GL3 g, final int uid, final double x, final double y, final double z) { final Matrix4x4D model = Matrices4x4D.ofTranslation(x, y, -z); final Matrix4x4D modelview = Matrices4x4D.multiply(this.view, model); this.m4x4.setMatrix4x4D(modelview); g.glUniformMatrix4fv(uid, 1, false, this.m4x4_fbuffer); g.glDrawElements(GL.GL_TRIANGLES, 6, GL.GL_UNSIGNED_INT, 0L); }
public void setFloatMatrix(final GLMatrix matrix, final boolean pTranspose) { mGlProgram.bind(); mGlProgram.getGL().getGL3().glUniformMatrix4fv( mUniformId, 1, pTranspose, FloatBuffer.wrap(matrix.getFloatArray())); }
gl.glUniformMatrix4fv( program.getUniformLocation("transform_matrix"), 1, false, transformMatrixBuffer); gl.glUniformMatrix4fv( program.getUniformLocation("view_matrix"), 1, false, viewMatrixBuffer);
g.glUniformMatrix4fv( uid, 1, g.glUniformMatrix4fv(uid, 1, false, this.m4x4_fbuffer); g.glDrawElements(GL.GL_TRIANGLES, 6, GL.GL_UNSIGNED_INT, 0L);