本文整理了Java中com.jme3.scene.Geometry.getWorldLightList()
方法的一些代码示例,展示了Geometry.getWorldLightList()
的具体用法。这些代码示例主要来源于Github
/Stackoverflow
/Maven
等平台,是从一些精选项目中提取出来的代码,具有较强的参考意义,能在一定程度帮忙到你。Geometry.getWorldLightList()
方法的具体详情如下:
包路径:com.jme3.scene.Geometry
类名称:Geometry
方法名:getWorldLightList
暂无
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
/**
* Called by {@link RenderManager} to render the geometry by
* using this material.
*
* Note that this version of the render method
* does not perform light filtering.
*
* @param geom The geometry to render
* @param rm The render manager requesting the rendering
*/
public void render(Geometry geom, RenderManager rm) {
render(geom, geom.getWorldLightList(), rm);
}
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
TempVars vars = TempVars.get();
try {
LightList worldLights = geometry.getWorldLightList();
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
LightList lightList = geom.getWorldLightList();
代码示例来源:origin: jMonkeyEngine/jmonkeyengine
n.updateGeometricState();
LightList list = g.getWorldLightList();
代码示例来源:origin: org.jmonkeyengine/jme3-core
/**
* Called by {@link RenderManager} to render the geometry by
* using this material.
*
* Note that this version of the render method
* does not perform light filtering.
*
* @param geom The geometry to render
* @param rm The render manager requesting the rendering
*/
public void render(Geometry geom, RenderManager rm) {
render(geom, geom.getWorldLightList(), rm);
}
代码示例来源:origin: info.projectkyoto/mms-engine
outGeom.setLocalTransform(inGeom.getWorldTransform());
outGeom.setMaterial(inGeom.getMaterial());
for (Light light : inGeom.getWorldLightList()){
outGeom.addLight(light);
代码示例来源:origin: org.jmonkeyengine/jme3-core
TempVars vars = TempVars.get();
try {
LightList worldLights = geometry.getWorldLightList();
代码示例来源:origin: org.jmonkeyengine/jme3-core
TempVars vars = TempVars.get();
try {
LightList worldLights = geometry.getWorldLightList();
代码示例来源:origin: info.projectkyoto/mms-engine
r.setShaderWithoutUpdateUniforms(technique.getShader());
if (techDef.getLightMode() == LightMode.MultiPass
&& geom.getWorldLightList().size() == 0) {
return;
break;
case FixedPipeline:
r.setLighting(geom.getWorldLightList());
break;
case MultiPass:
代码示例来源:origin: org.jmonkeyengine/jme3-core
LightList lightList = geom.getWorldLightList();
代码示例来源:origin: info.projectkyoto/mms-engine
LightList lightList = g.getWorldLightList();
Uniform lightColor = shader.getLightColorUniform();
Uniform lightPos = shader.getLightPositionUniform();
代码示例来源:origin: info.projectkyoto/mms-engine
protected void renderMultipassLighting(Shader shader, Geometry g, RenderManager rm) {
LightList lightList = g.getWorldLightList();
Uniform lightDir = shader.getLightDirectionUniform();
Uniform lightColor = shader.getLightColorUniform();
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