Package fcagnin.jglsdk.glutil

Examples of fcagnin.jglsdk.glutil.MatrixStack.push()


            modelMatrix.pop();
        }

        if ( drawCameraPos ) {
            modelMatrix.push();

            // Draw lookat point.
            modelMatrix.setIdentity();
            modelMatrix.translate( 0.0f, 0.0f, -viewPole.getView().radius );
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        glUseProgram( vertexDiffuseColor.theProgram );
        glUniform3( vertexDiffuseColor.dirToLightUnif, lightDirCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
        glUseProgram( 0 );

        {
            modelMatrix.push();

            // Render the ground plane.
            {
                modelMatrix.push();
View Full Code Here

        {
            modelMatrix.push();

            // Render the ground plane.
            {
                modelMatrix.push();

                glUseProgram( whiteDiffuseColor.theProgram );
                glUniformMatrix4( whiteDiffuseColor.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                Mat3 normMatrix = new Mat3( modelMatrix.top() );
View Full Code Here

                modelMatrix.pop();
            }

            // Render the Cylinder
            {
                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( scaleCyl ) {
                    modelMatrix.scale( 1.0f, 1.0f, 0.2f );
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        glUseProgram( vertexDiffuse.theProgram );
        glUniform3( vertexDiffuse.dirToLightUnif, lightDirCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
        glUseProgram( 0 );

        {
            modelMatrix.push();

            // Render the ground plane.
            {
                modelMatrix.push();
View Full Code Here

        {
            modelMatrix.push();

            // Render the ground plane.
            {
                modelMatrix.push();

                glUseProgram( whiteDiffuse.theProgram );
                glUniformMatrix4( whiteDiffuse.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                Mat3 normMatrix = new Mat3( modelMatrix.top() );
View Full Code Here

                modelMatrix.pop();
            }

            // Render the Cylinder
            {
                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( drawColoredCyl ) {
                    glUseProgram( vertexDiffuse.theProgram );
View Full Code Here

        glUseProgram( vertexDiffuseColor.theProgram );
        glUniform3( vertexDiffuseColor.dirToLightUnif, lightDirCameraSpace.fillAndFlipBuffer( vec4Buffer ) );
        glUseProgram( 0 );

        {
            modelMatrix.push();

            // Render the ground plane.
            {
                modelMatrix.push();
View Full Code Here

        {
            modelMatrix.push();

            // Render the ground plane.
            {
                modelMatrix.push();

                glUseProgram( whiteDiffuseColor.theProgram );
                glUniformMatrix4( whiteDiffuseColor.modelToCameraMatrixUnif, false,
                        modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );
                Mat3 normMatrix = new Mat3( modelMatrix.top() );
View Full Code Here

                modelMatrix.pop();
            }

            // Render the Cylinder
            {
                modelMatrix.push();

                modelMatrix.applyMatrix( objtPole.calcMatrix() );

                if ( drawColoredCyl ) {
                    glUseProgram( vertexDiffuseColor.theProgram );
View Full Code Here

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