public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix4fv(location, transpose, value); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix4fv(location, transpose, value); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix4fv(location, transpose, toFloatBuffer(value, offset, count << 4)); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix4fv(location, transpose, toFloatBuffer(value, offset, count << 4)); }
@Override public void glUniformMatrix4(final int location, final boolean transpose, final FloatBuffer value) { checkLimit(value); GL20.glUniformMatrix4fv(location, transpose, value); }
@Override public void setHeightMatrix(float[] matrix) { useProgram(prog_background); GL20.glUniformMatrix4fv(prog_background.ufs[HEIGHT], false, matrix); }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f value) { try (MemoryStack stack = MemoryStack.stackPush()) { // Dump the matrix into a float buffer FloatBuffer fb = stack.mallocFloat(16); value.get(fb); glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f value) { try (MemoryStack stack = MemoryStack.stackPush()) { // Dump the matrix into a float buffer FloatBuffer fb = stack.mallocFloat(16); value.get(fb); glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f value) { try (MemoryStack stack = MemoryStack.stackPush()) { // Dump the matrix into a float buffer FloatBuffer fb = stack.mallocFloat(16); value.get(fb); glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f value) { try (MemoryStack stack = MemoryStack.stackPush()) { // Dump the matrix into a float buffer FloatBuffer fb = stack.mallocFloat(16); value.get(fb); glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f[] matrices) { try (MemoryStack stack = MemoryStack.stackPush()) { int length = matrices != null ? matrices.length : 0; FloatBuffer fb = stack.mallocFloat(16 * length); for (int i = 0; i < length; i++) { matrices[i].get(16 * i, fb); } glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f value) { try (MemoryStack stack = MemoryStack.stackPush()) { // Dump the matrix into a float buffer FloatBuffer fb = stack.mallocFloat(16); value.get(fb); glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
public void setUniform(String uniformName, Matrix4f value) { try (MemoryStack stack = MemoryStack.stackPush()) { // Dump the matrix into a float buffer FloatBuffer fb = stack.mallocFloat(16); value.get(fb); glUniformMatrix4fv(uniforms.get(uniformName), false, fb); } }
@Override public void setGlobalAttributes(float x, float y, float z, float sx, float sy, float sz) { global.identity(); global.translate(x, y, z); global.scale(sx, sy, sz); global.get(matBfr); for(ShaderProgram shader : shaders) { useProgram(shader); GL20.glUniformMatrix4fv(shader.ufs[GLOBAL], false, matBfr); } }