com.jme3.scene.Geometry.getWorldLightList()方法的使用及代码示例

x33g5p2x  于2022-01-20 转载在 其他  
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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

Geometry.getWorldLightList介绍

暂无

代码示例

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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