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@ -975,12 +975,12 @@ public final class GLRenderer implements Renderer { |
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gl.glUniform1i(loc, b.booleanValue() ? GL.GL_TRUE : GL.GL_FALSE); |
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gl.glUniform1i(loc, b.booleanValue() ? GL.GL_TRUE : GL.GL_FALSE); |
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break; |
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break; |
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case Matrix3: |
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case Matrix3: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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assert fb.remaining() == 9; |
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assert fb.remaining() == 9; |
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gl.glUniformMatrix3(loc, false, fb); |
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gl.glUniformMatrix3(loc, false, fb); |
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break; |
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break; |
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case Matrix4: |
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case Matrix4: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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assert fb.remaining() == 16; |
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assert fb.remaining() == 16; |
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gl.glUniformMatrix4(loc, false, fb); |
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gl.glUniformMatrix4(loc, false, fb); |
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break; |
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break; |
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@ -989,23 +989,23 @@ public final class GLRenderer implements Renderer { |
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gl.glUniform1(loc, ib); |
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gl.glUniform1(loc, ib); |
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break; |
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break; |
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case FloatArray: |
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case FloatArray: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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gl.glUniform1(loc, fb); |
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gl.glUniform1(loc, fb); |
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break; |
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break; |
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case Vector2Array: |
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case Vector2Array: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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gl.glUniform2(loc, fb); |
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gl.glUniform2(loc, fb); |
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break; |
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break; |
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case Vector3Array: |
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case Vector3Array: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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gl.glUniform3(loc, fb); |
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gl.glUniform3(loc, fb); |
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break; |
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break; |
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case Vector4Array: |
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case Vector4Array: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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gl.glUniform4(loc, fb); |
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gl.glUniform4(loc, fb); |
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break; |
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break; |
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case Matrix4Array: |
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case Matrix4Array: |
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fb = (FloatBuffer) uniform.getValue(); |
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fb = uniform.getMultiData(); |
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gl.glUniformMatrix4(loc, false, fb); |
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gl.glUniformMatrix4(loc, false, fb); |
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break; |
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break; |
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case Int: |
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case Int: |
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