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本文整理了Java中com.google.gwt.webgl.client.WebGLRenderingContext.getUniformLocation()
方法的一些代码示例,展示了WebGLRenderingContext.getUniformLocation()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。WebGLRenderingContext.getUniformLocation()
方法的具体详情如下:
包路径:com.google.gwt.webgl.client.WebGLRenderingContext
类名称:WebGLRenderingContext
方法名:getUniformLocation
暂无
代码示例来源:origin: libgdx/libgdx
@Override
public int glGetUniformLocation (int program, String name) {
WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
if (location == null) return -1;
IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
if (progUniforms == null) {
progUniforms = IntMap.create();
uniforms.put(program, progUniforms);
}
// FIXME check if uniform already stored.
int id = progUniforms.add(location);
return id;
}
代码示例来源:origin: libgdx/libgdx
@Override
public int glGetUniformLocation (int program, String name) {
WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
if (location == null) return -1;
IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
if (progUniforms == null) {
progUniforms = IntMap.create();
uniforms.put(program, progUniforms);
}
// FIXME check if uniform already stored.
int id = progUniforms.add(location);
return id;
}
代码示例来源:origin: thothbot/parallax
@Override
public int glGetUniformLocation (int program, String name) {
WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
return allocateUniformLocationId(program, location);
}
代码示例来源:origin: threerings/playn
@Override
public int glGetUniformLocation(int program, String name) {
return createObject(gl.getUniformLocation(getProgram(program), name),
WebGLObjectType.UNIFORM_LOCATION);
}
代码示例来源:origin: playn/playn
@Override
public int glGetUniformLocation(int program, String name) {
WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
if (progUniforms == null) {
progUniforms = IntMap.<WebGLUniformLocation>create();
uniforms.put(program, progUniforms);
}
// FIXME check if uniform already stored.
int id = progUniforms.add(location);
return id;
}
代码示例来源:origin: io.playn/playn-html
@Override
public int glGetUniformLocation(int program, String name) {
WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
if (progUniforms == null) {
progUniforms = IntMap.<WebGLUniformLocation>create();
uniforms.put(program, progUniforms);
}
// FIXME check if uniform already stored.
int id = progUniforms.add(location);
return id;
}
代码示例来源:origin: com.badlogicgames.gdx/gdx-backend-gwt
@Override
public int glGetUniformLocation (int program, String name) {
WebGLUniformLocation location = gl.getUniformLocation(programs.get(program), name);
if (location == null) return -1;
IntMap<WebGLUniformLocation> progUniforms = uniforms.get(program);
if (progUniforms == null) {
progUniforms = IntMap.create();
uniforms.put(program, progUniforms);
}
// FIXME check if uniform already stored.
int id = progUniforms.add(location);
return id;
}
代码示例来源:origin: com.googlecode.playn/playn-webgl
private void drawQuad() {
// Use the sole shader program.
gl.useProgram(shaderProgram);
// Projection matrix.
WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
gl.uniformMatrix4fv(pUniform, false, projectionMatrix);
// Model View matrix.
WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix);
// Bird texture.
gl.activeTexture(TEXTURE0);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0);
// Vertices (position, texCoord)
gl.bindBuffer(ARRAY_BUFFER, buffer);
int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPositionAttribute);
int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord");
gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT);
gl.enableVertexAttribArray(texCoordAttribute);
// Elements.
gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.drawArrays(TRIANGLE_STRIP, 0, 4);
}
代码示例来源:origin: threerings/playn
private void drawQuad() {
// Use the sole shader program.
gl.useProgram(shaderProgram);
// Projection matrix.
WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
gl.uniformMatrix4fv(pUniform, false, projectionMatrix);
// Model View matrix.
WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix);
// Bird texture.
gl.activeTexture(TEXTURE0);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0);
// Vertices (position, texCoord)
gl.bindBuffer(ARRAY_BUFFER, buffer);
int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPositionAttribute);
int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord");
gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT);
gl.enableVertexAttribArray(texCoordAttribute);
// Elements.
gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.drawArrays(TRIANGLE_STRIP, 0, 4);
}
代码示例来源:origin: playn/playn
private void drawQuad() {
// Use the sole shader program.
gl.useProgram(shaderProgram);
// Projection matrix.
WebGLUniformLocation pUniform = gl.getUniformLocation(shaderProgram, "projectionMatrix");
gl.uniformMatrix4fv(pUniform, false, projectionMatrix);
// Model View matrix.
WebGLUniformLocation mvUniform = gl.getUniformLocation(shaderProgram, "modelViewMatrix");
gl.uniformMatrix4fv(mvUniform, false, modelViewMatrix);
// Bird texture.
gl.activeTexture(TEXTURE0);
gl.uniform1i(gl.getUniformLocation(shaderProgram, "texture"), 0);
// Vertices (position, texCoord)
gl.bindBuffer(ARRAY_BUFFER, buffer);
int vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
gl.vertexAttribPointer(vertexPositionAttribute, 3, FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vertexPositionAttribute);
int texCoordAttribute = gl.getAttribLocation(shaderProgram, "texCoord");
gl.vertexAttribPointer(texCoordAttribute, 2, FLOAT, false, 0, 12 * Float32Array.BYTES_PER_ELEMENT);
gl.enableVertexAttribArray(texCoordAttribute);
// Elements.
gl.bindBuffer(ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.drawArrays(TRIANGLE_STRIP, 0, 4);
}
我的片段着色器中有一个制服,当我尝试获取制服位置的值时,它返回 null。 我检查了拼写,没有发现任何拼写错误,着色器代码中也使用了这种制服。 我的错误是: getUniformLocation([o
我的片段着色器中有一个制服,当我尝试获取制服位置的值时,它返回 null。 我检查了拼写,没有发现任何拼写错误,着色器代码中也使用了这种制服。 我的错误是: getUniformLocation([o
简而言之,我遇到了一个问题,即通过 getUniformLocation 调用不同制服似乎都返回相同的值。 很难验证这一点,因为返回的 Glint 对 javascript 控制台是不透明的。但是,在
本文整理了Java中com.google.gwt.webgl.client.WebGLRenderingContext.getUniformLocation()方法的一些代码示例,展示了WebGLRe
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