void useProgram(const double projection[], const double modelView[]) {
     init();
     glUseProgram(programId);
     GLfloat projectionf[16];
     GLfloat modelViewf[16];
     convertMatrix(projection, projectionf);
     convertMatrix(modelView, modelViewf);
     glUniformMatrix4fv(projectionUniformId, 1, GL_FALSE, projectionf);
     glUniformMatrix4fv(modelViewUniformId, 1, GL_FALSE, modelViewf);
 }
Exemplo n.º 2
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void GraphicsLayer13::setProjection(const QMatrix4x4& matrix)
{
	GLfloat projection[16];
	convertMatrix(matrix.constData(), projection);
	glMatrixMode(GL_PROJECTION);
	glLoadMatrixf(projection);
	glMatrixMode(GL_MODELVIEW);
}
Exemplo n.º 3
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void GraphicsLayer13::setModelview(const QMatrix4x4& matrix)
{
	GLfloat modelview[16];
	convertMatrix(matrix.constData(), modelview);
	glLoadMatrixf(modelview);
}
Exemplo n.º 4
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void GraphicsLayer21::setProjection(const QMatrix4x4& matrix)
{
	m_projection = matrix;
	convertMatrix((m_projection * m_modelview).constData(), m_matrix[0]);
	m_program->setUniformValue(m_matrix_location, m_matrix);
}
Exemplo n.º 5
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void Exporter::nodeTransform(Matrix33 &rot, Vector3 &trans, INode *node, TimeValue t, bool local)
{
	Matrix3 tm = getNodeTransform(node, t, local);
	convertMatrix(rot, tm);
	trans.Set(tm.GetTrans().x, tm.GetTrans().y, tm.GetTrans().z);
}