|
||||||||||
PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Objectde.jreality.tutorial.app.PointShaderExample
public class PointShaderExample
Constructor Summary | |
---|---|
PointShaderExample()
|
Method Summary | |
---|---|
static void |
main(java.lang.String[] args)
Features shown: flat (points) 1. |
Methods inherited from class java.lang.Object |
---|
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Constructor Detail |
---|
public PointShaderExample()
Method Detail |
---|
public static void main(java.lang.String[] args)
DefaultPointShader.setAttenuatePointSize(Boolean)
.
When this is set to true, the sprites appear more realistic, but it is more difficult
to control and in this example, I didn't have time to fine tube it.
2. Size of points (Examples 1 and 2) and spheres (the rest) are set independently
since the Attributes POINT_SIZE and POINT_RADIUS are specified in different coordinate
systems. The former is in screen pixels, and the latter in object coordinates.
This is obviously inconvenient. A good reliable solution is welcome.
3. Colors specified in the shader are ALWAYS RGB values; alpha (transparency) values
must be set using the separate TRANSPARENCY attribute. Vertex colors however,
are RGBA values -- see Example 5.
4. This example program has been tested on the JOGL backend; other backends may not yield the
same behavior, particularly where rendering hints are involved.
|
||||||||||
PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |