Package net.rim.device.api.opengles

Examples of net.rim.device.api.opengles.GL20.glGetUniformLocation()


        _positionLoc = gl.glGetAttribLocation(_program, "position");
        _texCoordLoc = gl.glGetAttribLocation(_program, "texCoord");
        _normalLoc = gl.glGetAttribLocation(_program, "normal");

        // Get uniform locations
        _matrixLoc = gl.glGetUniformLocation(_program, "matrix");
        _lightDirectionLoc =
                gl.glGetUniformLocation(_program, "lightDirection");
        _lightAmbientLoc = gl.glGetUniformLocation(_program, "lightAmbient");
        _lightDiffuseLoc = gl.glGetUniformLocation(_program, "lightDiffuse");
        _textureLoc = gl.glGetUniformLocation(_program, "texture");
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        _normalLoc = gl.glGetAttribLocation(_program, "normal");

        // Get uniform locations
        _matrixLoc = gl.glGetUniformLocation(_program, "matrix");
        _lightDirectionLoc =
                gl.glGetUniformLocation(_program, "lightDirection");
        _lightAmbientLoc = gl.glGetUniformLocation(_program, "lightAmbient");
        _lightDiffuseLoc = gl.glGetUniformLocation(_program, "lightDiffuse");
        _textureLoc = gl.glGetUniformLocation(_program, "texture");

        // Set uniform values
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        // Get uniform locations
        _matrixLoc = gl.glGetUniformLocation(_program, "matrix");
        _lightDirectionLoc =
                gl.glGetUniformLocation(_program, "lightDirection");
        _lightAmbientLoc = gl.glGetUniformLocation(_program, "lightAmbient");
        _lightDiffuseLoc = gl.glGetUniformLocation(_program, "lightDiffuse");
        _textureLoc = gl.glGetUniformLocation(_program, "texture");

        // Set uniform values
        gl.glUniform1i(_textureLoc, 0);
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        // Get uniform locations
        _matrixLoc = gl.glGetUniformLocation(_program, "matrix");
        _lightDirectionLoc =
                gl.glGetUniformLocation(_program, "lightDirection");
        _lightAmbientLoc = gl.glGetUniformLocation(_program, "lightAmbient");
        _lightDiffuseLoc = gl.glGetUniformLocation(_program, "lightDiffuse");
        _textureLoc = gl.glGetUniformLocation(_program, "texture");

        // Set uniform values
        gl.glUniform1i(_textureLoc, 0);
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        _matrixLoc = gl.glGetUniformLocation(_program, "matrix");
        _lightDirectionLoc =
                gl.glGetUniformLocation(_program, "lightDirection");
        _lightAmbientLoc = gl.glGetUniformLocation(_program, "lightAmbient");
        _lightDiffuseLoc = gl.glGetUniformLocation(_program, "lightDiffuse");
        _textureLoc = gl.glGetUniformLocation(_program, "texture");

        // Set uniform values
        gl.glUniform1i(_textureLoc, 0);

        // Light direction (normalized)
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