Examples of glUseProgram()


Examples of com.badlogic.gdx.graphics.GL20.glUseProgram()

  /** Makes OpenGL ES 2.0 use this vertex and fragment shader pair. When you are done with this shader you have to call
   * {@link ShaderProgram#end()}. */
  public void begin () {
    GL20 gl = Gdx.gl20;
    checkManaged();
    gl.glUseProgram(program);
  }

  /** Disables this shader. Must be called when one is done with the shader. Don't mix it with dispose, that will release the
   * shader resources. */
  public void end () {
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Examples of com.badlogic.gdx.graphics.GL20.glUseProgram()

  /** Disables this shader. Must be called when one is done with the shader. Don't mix it with dispose, that will release the
   * shader resources. */
  public void end () {
    GL20 gl = Gdx.gl20;
    gl.glUseProgram(0);
  }

  /** Disposes all resources associated with this shader. Must be called when the shader is no longer used. */
  public void dispose () {
    GL20 gl = Gdx.gl20;
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Examples of com.badlogic.gdx.graphics.GL20.glUseProgram()

  }

  /** Disposes all resources associated with this shader. Must be called when the shader is no longer used. */
  public void dispose () {
    GL20 gl = Gdx.gl20;
    gl.glUseProgram(0);
    gl.glDeleteShader(vertexShaderHandle);
    gl.glDeleteShader(fragmentShaderHandle);
    gl.glDeleteProgram(program);
    if (shaders.get(Gdx.app) != null) shaders.get(Gdx.app).removeValue(this, true);
  }
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Examples of com.badlogic.gdx.graphics.GL20.glUseProgram()

  /** Makes OpenGL ES 2.0 use this vertex and fragment shader pair. When you are done with this shader you have to call
   * {@link ShaderProgram#end()}. */
  public void begin () {
    GL20 gl = Gdx.graphics.getGL20();
    checkManaged();
    gl.glUseProgram(program);
  }

  /** Disables this shader. Must be called when one is done with the shader. Don't mix it with dispose, that will release the
   * shader resources. */
  public void end () {
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Examples of com.badlogic.gdx.graphics.GL20.glUseProgram()

  /** Disables this shader. Must be called when one is done with the shader. Don't mix it with dispose, that will release the
   * shader resources. */
  public void end () {
    GL20 gl = Gdx.graphics.getGL20();
    gl.glUseProgram(0);
  }

  /** Disposes all resources associated with this shader. Must be called when the shader is no longer used. */
  public void dispose () {
    GL20 gl = Gdx.graphics.getGL20();
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Examples of com.badlogic.gdx.graphics.GL20.glUseProgram()

  }

  /** Disposes all resources associated with this shader. Must be called when the shader is no longer used. */
  public void dispose () {
    GL20 gl = Gdx.graphics.getGL20();
    gl.glUseProgram(0);
    gl.glDeleteShader(vertexShaderHandle);
    gl.glDeleteShader(fragmentShaderHandle);
    gl.glDeleteProgram(program);
    if (shaders.get(Gdx.app) != null) shaders.get(Gdx.app).remove(this);
  }
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Examples of net.rim.device.api.opengles.GL20.glUseProgram()

        // Load the shaders
        _program =
                createShaderProgram(gl, getSource(VERTEX_SHADER),
                        getSource(FRAGMENT_SHADER));
        gl.glUseProgram(_program);

        // Get attribute locations
        _positionLoc = gl.glGetAttribLocation(_program, "position");
        _texCoordLoc = gl.glGetAttribLocation(_program, "texCoord");
        _normalLoc = gl.glGetAttribLocation(_program, "normal");
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Examples of net.rim.device.api.opengles.GL20.glUseProgram()

            _sizeChanged = false;
        }

        gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

        gl.glUseProgram(_program);

        // Transform the cube
        _matrix.setIdentity();
        _matrix.translate(0.0f, 0.0f, -3.5f);
        _matrix.rotate(_rotationAxis, _rotation.getFloat());
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