public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix4(location, transpose, value); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix4(location, transpose, value); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix4(location, transpose, toFloatBuffer(value, offset, count << 4)); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix4(location, transpose, toFloatBuffer(value, offset, count << 4)); }
public void glUniformMatrix4(int param1, boolean param2, FloatBuffer param3) { checkLimit(param3); GL20.glUniformMatrix4(param1, param2, param3); }
@Override public void setMatrix4(String desc, FloatBuffer value, boolean currentOnly) { if (isDisposed()) { return; } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniformMatrix4(id, false, value); } else { TIntIntIterator it = disposalAction.shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniformMatrix4(id, false, value); } restoreStateAfterUniformsSet(); } }
@Override public void setMatrix4(String desc, Matrix4f value, boolean currentOnly) { if (isDisposed()) { return; } if (currentOnly) { enable(); int id = getUniformLocation(getActiveShaderProgramId(), desc); GL20.glUniformMatrix4(id, false, MatrixUtils.matrixToFloatBuffer(value)); } else { TIntIntIterator it = disposalAction.shaderPrograms.iterator(); while (it.hasNext()) { it.advance(); GL20.glUseProgram(it.value()); int id = getUniformLocation(it.value(), desc); GL20.glUniformMatrix4(id, false, MatrixUtils.matrixToFloatBuffer(value)); } restoreStateAfterUniformsSet(); } }
@Override public void glUniformMatrix4(int location, boolean transpose, FloatBuffer matrices) { GL20.glUniformMatrix4(location, transpose, matrices); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, FloatBuffer value) { GL20.glUniformMatrix4(location, transpose, value); }
@Override public void setUniformMatrix4(int id, int count, float[] values) { GL20.glUniformMatrix4(id, false, getDirectBuffer(values, count * 16)); }
public void glUniformMatrix4(int param1, boolean param2, FloatBuffer param3) { checkLimit(param3); GL20.glUniformMatrix4(param1, param2, param3); }
public void glUniformMatrix4fv (int location, int count, boolean transpose, float[] value, int offset) { GL20.glUniformMatrix4(location, transpose, toFloatBuffer(value, offset, count << 4)); }
@Override public void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer buffer) { int oldLimit = buffer.limit(); buffer.limit(buffer.position() + 4*4*count); GL20.glUniformMatrix4(location, transpose, buffer); buffer.limit(oldLimit); }
@Override public void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer buffer) { int oldLimit = buffer.limit(); buffer.limit(buffer.position() + 4*4*count); GL20.glUniformMatrix4(location, transpose, buffer); buffer.limit(oldLimit); }
@Override public void glUniformMatrix4fv(int location, int count, boolean transpose, FloatBuffer buffer) { int oldLimit = buffer.limit(); buffer.limit(buffer.position() + 4*4*count); GL20.glUniformMatrix4(location, transpose, buffer); buffer.limit(oldLimit); }
glUniformMatrix4(location, false, b); break;
fb = (FloatBuffer) uniform.getValue(); assert fb.remaining() == 16; glUniformMatrix4(loc, false, fb); break; case IntArray: case Matrix4Array: fb = (FloatBuffer) uniform.getValue(); glUniformMatrix4(loc, false, fb); break; case Int: