⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 nooppipeline.java

📁 JAVA3D矩陈的相关类
💻 JAVA
📖 第 1 页 / 共 4 页
字号:
            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return null;    }    // ShaderAttributeArray methods    ShaderError setCgUniform1iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setCgUniform1fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setCgUniform2iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setCgUniform2fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setCgUniform3iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setCgUniform3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setCgUniform4iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setCgUniform4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setCgUniformMatrix3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setCgUniformMatrix4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    // interfaces for shader compilation, etc.    ShaderError createCgShader(Context ctx, int shaderType, ShaderId[] shaderId) {        return null;    }    ShaderError destroyCgShader(Context ctx, ShaderId shaderId) {        return null;    }    ShaderError compileCgShader(Context ctx, ShaderId shaderId, String program) {        return null;    }    ShaderError createCgShaderProgram(Context ctx, ShaderProgramId[] shaderProgramId) {        return null;    }    ShaderError destroyCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {        return null;    }    ShaderError linkCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId,            ShaderId[] shaderIds) {        return null;    }    void lookupCgVertexAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, boolean[] errArr) {    }    void lookupCgShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, ShaderAttrLoc[] locArr,            int[] typeArr, int[] sizeArr, boolean[] isArrayArr) {    }    ShaderError useCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {        return null;    }    // ---------------------------------------------------------------------    //    // GLSLShaderProgramRetained methods    //    // ShaderAttributeValue methods    ShaderError setGLSLUniform1i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int value) {        return null;    }    ShaderError setGLSLUniform1f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float value) {        return null;    }    ShaderError setGLSLUniform2i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value) {        return null;    }    ShaderError setGLSLUniform2f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return null;    }    ShaderError setGLSLUniform3i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value) {        return null;    }    ShaderError setGLSLUniform3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return null;    }    ShaderError setGLSLUniform4i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value) {        return null;    }    ShaderError setGLSLUniform4f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return null;    }    ShaderError setGLSLUniformMatrix3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return null;    }    ShaderError setGLSLUniformMatrix4f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return null;    }    // ShaderAttributeArray methods    ShaderError setGLSLUniform1iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setGLSLUniform1fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setGLSLUniform2iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setGLSLUniform2fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setGLSLUniform3iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setGLSLUniform3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setGLSLUniform4iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return null;    }    ShaderError setGLSLUniform4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setGLSLUniformMatrix3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    ShaderError setGLSLUniformMatrix4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return null;    }    // interfaces for shader compilation, etc.    ShaderError createGLSLShader(Context ctx, int shaderType, ShaderId[] shaderId) {        return null;    }    ShaderError destroyGLSLShader(Context ctx, ShaderId shaderId) {        return null;    }    ShaderError compileGLSLShader(Context ctx, ShaderId shaderId, String program) {        return null;    }    ShaderError createGLSLShaderProgram(Context ctx, ShaderProgramId[] shaderProgramId) {        return null;    }    ShaderError destroyGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {        return null;    }    ShaderError linkGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId,            ShaderId[] shaderIds) {        return null;    }    ShaderError bindGLSLVertexAttrName(Context ctx, ShaderProgramId shaderProgramId,            String attrName, int attrIndex) {        return null;    }    void lookupGLSLShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, ShaderAttrLoc[] locArr,            int[] typeArr, int[] sizeArr, boolean[] isArrayArr) {    }    ShaderError useGLSLShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {        return null;    }    // ---------------------------------------------------------------------    //    // Renderer methods    //    void cleanupRenderer() {    }    // ---------------------------------------------------------------------    //    // ColoringAttributesRetained methods    //    void updateColoringAttributes(Context ctx,            float dRed, float dGreen, float dBlue,            float red, float green, float blue,            float alpha,            boolean lEnable,            int shadeModel) {    }    // ---------------------------------------------------------------------    //    // DirectionalLightRetained methods    //    void updateDirectionalLight(Context ctx,            int lightSlot, float red, float green,            float blue, float x, float y, float z) {    }    // ---------------------------------------------------------------------    //    // PointLightRetained methods    //    void updatePointLight(Context ctx,            int lightSlot, float red, float green,            float blue, float ax, float ay, float az,            float px, float py, float pz) {    }    // ---------------------------------------------------------------------    //    // SpotLightRetained methods    //    void updateSpotLight(Context ctx,            int lightSlot, float red, float green,            float blue, float ax, float ay, float az,            float px, float py, float pz, float spreadAngle,            float concentration, float dx, float dy,            float dz) {    }    // ---------------------------------------------------------------------    //    // ExponentialFogRetained methods    //

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -