public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void updateSize(Window window) { this.statusTextItem.setPosition(10f, window.getHeight() - 50f, 0); this.compassItem.setPosition(window.getWidth() - 40f, 50f, 0); } }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
@Override public void render(Window window) { if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } window.setClearColor(color, color, color, 0.0f); renderer.clear(); } }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if (window.isResized()) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderHud(window, hud); }
public void render(Window window, Camera camera, GameItem[] gameItems, SceneLight sceneLight, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, gameItems, sceneLight); renderHud(window, hud); }
public void render(Window window, Camera camera, GameItem[] gameItems, SceneLight sceneLight, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, gameItems, sceneLight); renderHud(window, hud); }
public void render(Window window, Camera camera, GameItem[] gameItems, SceneLight sceneLight, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, gameItems, sceneLight); renderHud(window, hud); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderHud(window, hud); }
public void init(Window window) throws Exception { // Create shader shaderProgram = new ShaderProgram(); shaderProgram.createVertexShader(Utils.loadResource("/vertex.vs")); shaderProgram.createFragmentShader(Utils.loadResource("/fragment.fs")); shaderProgram.link(); // Create projection matrix float aspectRatio = (float) window.getWidth() / window.getHeight(); projectionMatrix = new Matrix4f().perspective(FOV, aspectRatio, Z_NEAR, Z_FAR); shaderProgram.createUniform("projectionMatrix"); }