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glDepthMask( true ); glEnable( GL_DEPTH_TEST ); glUniform4f( progUnlit.objectColorUnif, 1.0f, 1.0f, 1.0f, 1.0f ); sphere.render( "flat" ); modelMatrix.pop(); } } @Override protected void reshape(int w, int h) {
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normMatrix.fillAndFlipBuffer( mat3Buffer ) ); glUniform4f( whiteDiffuseColor.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f ); planeMesh.render(); glUseProgram( 0 ); modelMatrix.pop(); } // Render the Cylinder { modelMatrix.push();
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normMatrix.fillAndFlipBuffer( mat3Buffer ) ); glUniform4f( vertexDiffuseColor.lightIntensityUnif, 1.0f, 1.0f, 1.0f, 1.0f ); cylinderMesh.render( "lit-color" ); glUseProgram( 0 ); modelMatrix.pop(); } modelMatrix.pop(); } }
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glUseProgram( 0 ); modelMatrix.pop(); } modelMatrix.pop(); } } @Override protected void reshape(int w, int h) {
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glUniformMatrix3( whiteDiffuse.normalModelToCameraMatrixUnif, false, normMatrix.fillAndFlipBuffer( mat3Buffer ) ); planeMesh.render(); glUseProgram( 0 ); modelMatrix.pop(); } // Render the Cylinder { modelMatrix.push();
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normMatrix.fillAndFlipBuffer( mat3Buffer ) ); cylinderMesh.render( "lit" ); } glUseProgram( 0 ); modelMatrix.pop(); } modelMatrix.pop(); } }
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cylinderMesh.render( "lit" ); } glUseProgram( 0 ); modelMatrix.pop(); } modelMatrix.pop(); } }
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