Пример #1
0
	void begin() {
		bind();
		enableAttributeArray(vPosition);
		enableAttributeArray(vCoord);
		setAttributeArray(vCoord, m_vCoords.data(), 2);
		setAttributeArray(vPosition, m_vPositions.data(), 2);
		if (m_hasColor) {
			enableAttributeArray(vColor);
			setAttributeArray(vColor, OGL::UInt8, m_vColors.data(), 4);
		}
	}
Пример #2
0
/**
  * Enables Vertex, normal, color or texCoord arrays and sets start adresses of arrays
  * Type may be: VERTEX_LOCATION, COLOR_LOCATION
  */
bool GLESRenderer::activateAttributeArray (AttributeLocation arrayLocation, const QVector4D * values, int stride )
{
    int location = -1;
    switch(arrayLocation){
      case VERTEX_LOCATION: location = location_aVertex; break;
      case COLOR_LOCATION : location = location_aColor; break;
      default: return false;
    }

    if(values && (location != -1))
    {
        enableAttributeArray(location);
        setAttributeArray(location, GL_FLOAT, values, 3, stride);
        activeAttributeLocations.append(location);
        return true;
    }
    else return false;
}
Пример #3
0
/**
  * Enables Vertex, normal, color or texCoord arrays and sets start adresses of arrays
  * Type may be: VERTEX_LOCATION, NORMAL_LOCATION, COLOR_LOCATION, TEXCOORD_LOCATION
  */
bool GLESRenderer::activateAttributeArray (AttributeLocation arrayLocation, const QVector3D * values, int stride )
{
    int location = -1;
    int elements = 3;
    switch(arrayLocation){
      case VERTEX_LOCATION: location = location_aVertex; break;
      case NORMAL_LOCATION: location = location_aNormal; break;
      case COLOR_LOCATION : {
                                location = location_aColor;
                                elements = 4; //RGBA colors
                             }break;
      case TEXCOORD_LOCATION : location = location_aTexCoord; break;
      default: return false;
    }

    if(values && (location != -1))
    {
        enableAttributeArray(location);
        setAttributeArray(location, GL_FLOAT, values, elements, stride);
        activeAttributeLocations.append(location);
        return true;
    }
    else return false;
}
Пример #4
0
 void
 GLImageShader2D::enableTexCoords()
 {
   enableAttributeArray(attr_texcoords);
 }
Пример #5
0
/**
 * Enable a vertex attribute by name. 
 * @param name this name is used for the location index look-up
 */
void SciIllLib::CGLShaderProgram::enableAttributeArray(const char *name)
{
	enableAttributeArray(attribLocation(name));
}
Пример #6
0
 void
 GLLineShader2D::enableColour()
 {
   enableAttributeArray(attr_colour);
 }
Пример #7
0
 void
 GLLineShader2D::enableCoords()
 {
   enableAttributeArray(attr_coords);
 }