![]() ![]() Apply the transformation in the fragment shader. Apply the transformation in the vertex shader (recommended). Apply the transformation in the CPU (not recommended unless you have good reason as this is what vertex shaders are for). Apply the transformation to your raw model data. ![]() You will need to perform transformations to the texture co-ordinates yourself, you could do this in one of four places: Private float mLightModelMatrix = new float * Stores a copy of the model matrix specifically for the light position. This will be passed into the shader program. ** Allocate storage for the final combined matrix. Private float mProjectionMatrix = new float This is used to project the scene onto a 2D viewport. ![]() * it positions things relative to our eye. This matrix transforms world space to eye space * of being located at the center of the universe) to world space. This matrix is used to move models from object space (where each model can be thought This are the matrix that I am using atm /** I made appear the first imagen but I cant figure out how to translate the Texture matrix in OpenGL ES 2.0, the equivalent of the code in OpenGL 1.0 that I am looking is gl.glMatrixMode(GL10.GL_TEXTURE) I am trying to implement a sprite of 8 columns and 8 rows in OpenGL ES 2.0 ![]()
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