public void glUniform1fv (int location, int count, FloatBuffer v) { GL20.glUniform1fv(location, v); }
public void glUniform1fv (int location, int count, FloatBuffer v) { GL20.glUniform1fv(location, v); }
public void glUniform1fv (int location, int count, float[] v, int offset) { GL20.glUniform1fv(location, toFloatBuffer(v, offset, count)); }
public void glUniform1fv (int location, int count, float[] v, int offset) { GL20.glUniform1fv(location, toFloatBuffer(v, offset, count)); }
@Override public void glUniform1(final int location, final FloatBuffer value) { checkLimit(value); GL20.glUniform1fv(location, value); }
@Override public void glUniform1(int location, FloatBuffer values) { GL20.glUniform1fv(location, values); }
public void glUniform1fv (int location, int count, FloatBuffer v) { GL20.glUniform1fv(location, v); }
public void glUniform1fv (int location, int count, float[] v, int offset) { GL20.glUniform1fv(location, toFloatBuffer(v, offset, count)); }
public void glUniform1(int param1, FloatBuffer param2) { checkLimit(param2); GL20.glUniform1fv(param1, param2); }
@Override public void glUniform1fv(int location, int count, FloatBuffer buffer) { int oldLimit = buffer.limit(); buffer.limit(buffer.position() + count); GL20.glUniform1fv(location, buffer); buffer.limit(oldLimit); }
throw new UnreachableCodeException(); case TYPE_FLOAT: GL20.glUniform1fv(location, value); break; case TYPE_FLOAT_VECTOR_2:
throw new UnreachableCodeException(); case TYPE_FLOAT: GL20.glUniform1fv(location, value); break; case TYPE_FLOAT_VECTOR_2: