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Golang mgl32.Perspective函数代码示例

本文整理汇总了Golang中github.com/go-gl/mathgl/mgl32.Perspective函数的典型用法代码示例。如果您正苦于以下问题:Golang Perspective函数的具体用法?Golang Perspective怎么用?Golang Perspective使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了Perspective函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。

示例1: onStart

func onStart(glctx gl.Context, sz size.Event) {
	log.Printf("creating GL program")
	var err error
	keystate = map[touch.Sequence]int{}
	program, err = glutil.CreateProgram(glctx, vertexShader, fragmentShader)
	if err != nil {
		log.Printf("error creating GL program: %v", err)
		return
	}

	glctx.Enable(gl.DEPTH_TEST)

	position = glctx.GetAttribLocation(program, "position")
	texCordIn = glctx.GetAttribLocation(program, "texCordIn")
	color = glctx.GetUniformLocation(program, "color")
	drawi = glctx.GetUniformLocation(program, "drawi")
	projection = glctx.GetUniformLocation(program, "projection")
	camera = glctx.GetUniformLocation(program, "camera")

	loadTexture(glctx)
	glctx.UseProgram(program)

	projectionMat := mgl32.Perspective(mgl32.DegToRad(75.0), float32(1), 0.5, 40.0)
	glctx.UniformMatrix4fv(projection, projectionMat[:])

	cameraMat := mgl32.LookAtV(mgl32.Vec3{0.5, 0, 1.5}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
	glctx.UniformMatrix4fv(camera, cameraMat[:])

	board = NewBoard(glctx, float32(0.05), 10)

	numKeys := len(board.bigKeys) + len(board.smallKeys)

	InitializeSound(numKeys)
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:34,代码来源:main.go

示例2: drawLoop

//
// Draw Loop Function
// This function gets called on every update.
//
func drawLoop(glw *wrapper.Glw) {
	// Sets the Clear Color (Background Color)
	gl.ClearColor(0.0, 0.0, 0.0, 1.0)

	// Clears the Window
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// Enables Depth
	gl.Enable(gl.DEPTH_TEST)

	// Sets the Shader program to Use
	gl.UseProgram(shaderProgram)

	// Define the model transformations for the cube
	cube.ResetModel()
	cube.Translate(x+0.5, y, z)
	cube.Scale(scale, scale, scale)            //scale equally in all axis
	cube.Rotate(-angle_x, mgl32.Vec3{1, 0, 0}) //rotating in clockwise direction around x-axis
	cube.Rotate(-angle_y, mgl32.Vec3{0, 1, 0}) //rotating in clockwise direction around y-axis
	cube.Rotate(-angle_z, mgl32.Vec3{0, 0, 1}) //rotating in clockwise direction around z-axis

	// Define the model transformations for our sphere
	sphere.ResetModel()
	sphere.Translate(-x-0.5, 0, 0)
	sphere.Scale(scale/3.0, scale/3.0, scale/3.0) //scale equally in all axis
	sphere.Rotate(-angle_x, mgl32.Vec3{1, 0, 0})  //rotating in clockwise direction around x-axis
	sphere.Rotate(-angle_y, mgl32.Vec3{0, 1, 0})  //rotating in clockwise direction around y-axis
	sphere.Rotate(-angle_z, mgl32.Vec3{0, 0, 1})  //rotating in clockwise direction around z-axis

	// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
	var Projection mgl32.Mat4 = mgl32.Perspective(30.0, aspect_ratio, 0.1, 100.0)

	// Camera matrix
	var View mgl32.Mat4 = mgl32.LookAtV(
		mgl32.Vec3{0, 0, 4}, // Camera is at (0,0,4), in World Space
		mgl32.Vec3{0, 0, 0}, // and looks at the origin
		mgl32.Vec3{0, 1, 0}, // Head is up (set to 0,-1,0 to look upside-down)
	)

	// Send our uniforms variables to the currently bound shader,
	gl.Uniform1ui(colourmodeUniform, uint32(colourmode))
	gl.UniformMatrix4fv(viewUniform, 1, false, &View[0])
	gl.UniformMatrix4fv(projectionUniform, 1, false, &Projection[0])

	// Draws the Cube
	gl.UniformMatrix4fv(modelUniform, 1, false, &cube.Model[0])
	cube.Draw()

	// Draw our sphere
	gl.UniformMatrix4fv(modelUniform, 1, false, &sphere.Model[0])
	sphere.DrawSphere()

	gl.DisableVertexAttribArray(0)
	gl.UseProgram(0)

	/* Modify our animation variables */
	angle_x += angle_inc_x
	angle_y += angle_inc_y
	angle_z += angle_inc_z
}
开发者ID:YagoCarballo,项目名称:Go-OpenGL-Lab-3,代码行数:64,代码来源:basic.go

示例3: onPaint

func onPaint(glctx gl.Context, sz size.Event) {

	glctx.Viewport(0, 0, sz.WidthPx, sz.HeightPx)
	glctx.ClearColor(0.5, 0.5, 0.5, 1)
	glctx.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	glctx.UseProgram(program)

	projectionMtx = mgl32.Perspective(45, float32(width)/float32(height), 0.1, 100)

	arcBallMtx := arcball.getMtx()

	glctx.UniformMatrix4fv(projection, projectionMtx[:])

	glctx.UniformMatrix4fv(view, arcBallMtx[:])

	glctx.BindBuffer(gl.ARRAY_BUFFER, triBuf)
	glctx.EnableVertexAttribArray(position)
	glctx.EnableVertexAttribArray(color)
	glctx.EnableVertexAttribArray(normals)

	vertSize := 4 * (coordsPerVertex + colorPerVertex + normalsPerVertex)

	glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, vertSize, 0)
	glctx.VertexAttribPointer(color, colorPerVertex, gl.FLOAT, false, vertSize, 4*coordsPerVertex)
	glctx.VertexAttribPointer(normals, normalsPerVertex, gl.FLOAT, false, vertSize, 4*(coordsPerVertex+colorPerVertex))

	glctx.DepthMask(true)

	glctx.Uniform3fv(lightPos, light.Pos[:])
	glctx.Uniform3fv(lightIntensity, light.Intensities[:])

	for _, k := range piano.Keys {
		glctx.Uniform4fv(tint, k.Color[:])

		mtx := k.GetMtx()
		normMat := mtx.Mat3().Inv().Transpose()
		glctx.UniformMatrix3fv(normalMatrix, normMat[:])
		glctx.UniformMatrix4fv(model, mtx[:])
		glctx.DrawArrays(gl.TRIANGLES, 0, len(triangleData)/vertSize)
	}

	modelMtx := mgl32.Ident4()
	modelMtx = modelMtx.Mul4(mgl32.Translate3D(worldPos.X(), worldPos.Y(), worldPos.Z()))
	modelMtx = modelMtx.Mul4(mgl32.Scale3D(0.5, 0.5, 0.5))

	/*
		glctx.Uniform4fv(tint, red[:])
		// Disable depthmask so we dont get the pixel depth of the cursor cube
		glctx.DepthMask(false)
		glctx.UniformMatrix4fv(model, modelMtx[:])
		glctx.DepthMask(true)
	*/

	glctx.DisableVertexAttribArray(position)
	glctx.DisableVertexAttribArray(color)
	glctx.DisableVertexAttribArray(normals)

	fps.Draw(sz)
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:60,代码来源:main.go

示例4: renderCallback

func renderCallback(delta float64) {
	gl.Viewport(0, 0, int32(app.Width), int32(app.Height))
	gl.ClearColor(0.196078, 0.6, 0.8, 1.0) // some pov-ray sky blue
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	// make the projection and view matrixes
	projection := mgl.Perspective(mgl.DegToRad(60.0), float32(app.Width)/float32(app.Height), 1.0, 200.0)
	view := app.CameraRotation.Mat4()
	view = view.Mul4(mgl.Translate3D(-app.CameraPos[0], -app.CameraPos[1], -app.CameraPos[2]))

	// draw the cube
	cube.Node.Draw(projection, view)

	// draw all of the bullets
	for _, bullet := range bullets {
		bullet.Node.Draw(projection, view)
	}

	// draw the backboard
	backboard.Node.Draw(projection, view)

	// draw the ground
	ground.Draw(projection, view)

	//time.Sleep(10 * time.Millisecond)
}
开发者ID:tbogdala,项目名称:cubez,代码行数:26,代码来源:ballistic.go

示例5: Load

// Load loads and sets up the model
func (m *Model) Load(fileName string) {

	m.loadFile(fileName)

	shader := sm.Shader{VertSrcFile: m.data.VertShaderFile, FragSrcFile: m.data.FragShaderFile, Name: fmt.Sprintf("%s:%s", m.data.VertShaderFile, m.data.FragShaderFile)}
	program, err := m.shaders.LoadProgram(shader, false)
	if err != nil {
		return
	}
	m.currentProgram = program

	gl.UseProgram(m.currentProgram)

	m.projection = mgl32.Perspective(mgl32.DegToRad(45.0), float32(windowWidth)/windowHeight, 0.1, 10.0)
	m.projectionUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("projection\x00"))
	gl.UniformMatrix4fv(m.projectionUniform, 1, false, &m.projection[0])

	m.camera = mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
	m.cameraUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("camera\x00"))
	gl.UniformMatrix4fv(m.cameraUniform, 1, false, &m.camera[0])

	m.modelUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("model\x00"))
	gl.UniformMatrix4fv(m.modelUniform, 1, false, &m.model[0])

	m.textureUniform = gl.GetUniformLocation(m.currentProgram, gl.Str("tex\x00"))
	gl.Uniform1i(m.textureUniform, 0)

	gl.BindFragDataLocation(m.currentProgram, 0, gl.Str("outputColor\x00"))

	// Load the texture
	m.textures.LoadTexture(m.data.TextureFile, m.data.TextureFile)

	// Configure the vertex data
	gl.GenVertexArrays(1, &m.vao)
	gl.BindVertexArray(m.vao)

	var vbo uint32
	gl.GenBuffers(1, &vbo)
	gl.BindBuffer(gl.ARRAY_BUFFER, vbo)
	gl.BufferData(gl.ARRAY_BUFFER, len(m.data.Verts)*4, gl.Ptr(m.data.Verts), gl.STATIC_DRAW)

	vertAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vert\x00")))
	gl.EnableVertexAttribArray(vertAttrib)
	gl.VertexAttribPointer(vertAttrib, 3, gl.FLOAT, false, m.data.VertSize*4, gl.PtrOffset(0)) // 4:number of bytes in a float32

	texCoordAttrib := uint32(gl.GetAttribLocation(m.currentProgram, gl.Str("vertTexCoord\x00")))
	gl.EnableVertexAttribArray(texCoordAttrib)
	gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, true, m.data.VertSize*4, gl.PtrOffset(3*4)) // 4:number of bytes in a float32

	if m.data.Indexed {
		var indices uint32
		gl.GenBuffers(1, &indices)
		gl.BindBuffer(gl.ELEMENT_ARRAY_BUFFER, indices)
		gl.BufferData(gl.ELEMENT_ARRAY_BUFFER, len(m.data.Indices)*4, gl.Ptr(m.data.Indices), gl.STATIC_DRAW)
	}

	gl.BindVertexArray(0)
}
开发者ID:Ariemeth,项目名称:frame-assault-2,代码行数:59,代码来源:model.go

示例6: SetPerspective

func SetPerspective(width, height int) {
	Projection := mathgl.Perspective(mathgl.DegToRad(45.0), float32(width/height), 0.1, 100.0)
	viewM = mathgl.LookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0)
	projectionM = Projection

	gl.Disable(gl.CULL_FACE)
	gl.Enable(gl.DEPTH_TEST)

}
开发者ID:Triangle345,项目名称:GT,代码行数:9,代码来源:opengl.go

示例7: Draw

func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.5, 0.8, 0.8, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	gl.Uniform3fv(e.shader.lightdir, []float32{0.5, 0.6, 0.7})

	m := mgl32.Perspective(1.3, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projectionmatrix, m[:])

	eye := mgl32.Vec3{0, 0, 0.2}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.viewmatrix, m[:])

	m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelmatrix, m[:])

	m = mgl32.HomogRotate3D((e.touchx/float32(c.WidthPt)-0.5)*6.28, mgl32.Vec3{0, -1, 0})
	gl.UniformMatrix4fv(e.shader.lightmatrix, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)
		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		texCoordsPerVertex := 2
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
		gl.EnableVertexAttribArray(e.shader.texcoord)
		gl.VertexAttribPointer(e.shader.texcoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

		gl.BindBuffer(gl.ARRAY_BUFFER, obj.normal)
		gl.EnableVertexAttribArray(e.shader.normal)
		gl.VertexAttribPointer(e.shader.normal, 3, gl.FLOAT, false, 12, 0)

		gl.BindTexture(gl.TEXTURE_2D, obj.tex)

		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)

		gl.DisableVertexAttribArray(e.shader.texcoord)
		gl.DisableVertexAttribArray(e.shader.normal)
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
开发者ID:lovexiaov,项目名称:gomobileapp,代码行数:55,代码来源:main.go

示例8: Draw

func (e *Engine) Draw(c size.Event) {

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0.2, 0.2, 0.2, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	m := mgl32.Perspective(0.785, float32(c.WidthPt/c.HeightPt), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	eye := mgl32.Vec3{0, 0, 8}
	center := mgl32.Vec3{0, 0, 0}
	up := mgl32.Vec3{0, 1, 0}

	m = mgl32.LookAtV(eye, center, up)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.X/c.WidthPt-0.5)*3.14*2, mgl32.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.modelx, m[:])

	m = mgl32.HomogRotate3D(float32(e.touchLoc.Y/c.HeightPt-0.5)*3.14, mgl32.Vec3{1, 0, 0})
	gl.UniformMatrix4fv(e.shader.modely, m[:])

	coordsPerVertex := 3
	for _, obj := range e.shape.Objs {
		gl.BindBuffer(gl.ARRAY_BUFFER, obj.coord)
		gl.EnableVertexAttribArray(e.shader.vertCoord)

		gl.VertexAttribPointer(e.shader.vertCoord, coordsPerVertex, gl.FLOAT, false, 12, 0)

		if obj.useuv == true {
			gl.Uniform1i(e.shader.useuv, 1)
			texCoordsPerVertex := 2
			gl.BindBuffer(gl.ARRAY_BUFFER, obj.uvcoord)
			gl.EnableVertexAttribArray(e.shader.vertTexCoord)
			gl.VertexAttribPointer(e.shader.vertTexCoord, texCoordsPerVertex, gl.FLOAT, false, 8, 0)

			gl.BindTexture(gl.TEXTURE_2D, obj.tex)
		} else {
			gl.Uniform1i(e.shader.useuv, 0)
			gl.Uniform4f(e.shader.color, obj.color[0], obj.color[1], obj.color[2], obj.color[3])
		}
		gl.DrawArrays(gl.TRIANGLES, 0, obj.vcount)
		if obj.useuv {
			gl.DisableVertexAttribArray(e.shader.vertTexCoord)
		}
		gl.DisableVertexAttribArray(e.shader.vertCoord)
	}

	debug.DrawFPS(c)
}
开发者ID:lomoalbert,项目名称:gomobileapp,代码行数:55,代码来源:main.go

示例9: EngineLoop

//TestLoop is a method that initiate the game
func EngineLoop(window *glfw.Window) {
	mat := mgl32.Perspective(mgl32.DegToRad(45.0), float32(graphics.WIDTH)/graphics.HEIGHT, 0.1, 100.0).Mul4(mgl32.Translate3D(0.0, 0.0, -5.0))

	shader, err := mvcShader.CreateMVCShader()
	if err != nil {
		panic(err)
	}
	mesh := cubeMesh.CreateVertexArray()
	newEngine := Engine{mat: mat, shader: shader.BlankShader, mesh: mesh, BaseEngine: BaseEngine{run: true, window: window}}
	mesh.SetPos(newEngine.shader)
	newEngine.loop(&newEngine)

}
开发者ID:manueldun,项目名称:Game,代码行数:14,代码来源:Engine.go

示例10: Display

func (me *test) Display(c *Core) {
	me.o1.Draw(c)
	me.o2.Draw(c)

	projection := mgl32.Perspective(mgl32.DegToRad(Fov), float32(WindowWidth)/WindowHeight, Near, Far)
	view := mgl32.LookAtV(mgl32.Vec3{3, 3, 3}, mgl32.Vec3{0, 0, 0}, mgl32.Vec3{0, 1, 0})
	model := mgl32.Ident4()
	MVP := projection.Mul4(view).Mul4(model)

	gl.UniformMatrix4fv(mvpLoc, 1, false, &MVP[0])
	gl.Uniform1i(TexLoc, 0)

}
开发者ID:Nekony,项目名称:go-gl-test,代码行数:13,代码来源:test.go

示例11: GetMouseVector

func (c *Camera) GetMouseVector(windowSize mgl32.Vec2, mouse mgl32.Vec2) mgl32.Vec3 {
	v, err := mgl32.UnProject(
		mgl32.Vec3{mouse.X(), windowSize.Y() - mouse.Y(), 0.5},
		mgl32.LookAtV(c.Translation, c.Lookat, c.Up),
		mgl32.Perspective(mgl32.DegToRad(c.Angle), windowSize.X()/windowSize.Y(), c.Near, c.Far),
		0, 0, int(windowSize.X()), int(windowSize.Y()),
	)
	if err == nil {
		return v.Sub(c.Translation).Normalize()
	} else {
		log.Println("Error converting camera vector: ", err)
	}
	return c.Lookat
}
开发者ID:walesey,项目名称:go-engine,代码行数:14,代码来源:camera.go

示例12: Draw

func (e *Engine) Draw(c event.Config) {
	since := time.Now().Sub(e.started)

	gl.Enable(gl.DEPTH_TEST)
	gl.DepthFunc(gl.LESS)

	gl.ClearColor(0, 0, 0, 1)
	gl.Clear(gl.COLOR_BUFFER_BIT)
	gl.Clear(gl.DEPTH_BUFFER_BIT)

	gl.UseProgram(e.shader.program)

	// Setup MVP
	var m mgl.Mat4
	m = mgl.Perspective(0.785, float32(c.Width/c.Height), 0.1, 10.0)
	gl.UniformMatrix4fv(e.shader.projection, m[:])

	m = mgl.LookAtV(
		mgl.Vec3{3, 3, 3}, // eye
		mgl.Vec3{0, 0, 0}, // center
		mgl.Vec3{0, 1, 0}, // up
	)
	gl.UniformMatrix4fv(e.shader.view, m[:])

	m = mgl.HomogRotate3D(float32(since.Seconds()), mgl.Vec3{0, 1, 0})
	gl.UniformMatrix4fv(e.shader.model, m[:])

	// Draw our shape
	gl.BindBuffer(gl.ARRAY_BUFFER, e.shape.buf)

	gl.EnableVertexAttribArray(e.shader.vertCoord)
	gl.VertexAttribPointer(e.shader.vertCoord, e.shape.coordsPerVertex, gl.FLOAT, false, 20, 0) // 4 bytes in float, 5 values per vertex

	gl.EnableVertexAttribArray(e.shader.vertTexCoord)
	gl.VertexAttribPointer(e.shader.vertTexCoord, e.shape.texCoordsPerVertex, gl.FLOAT, false, 20, 12)

	gl.ActiveTexture(gl.TEXTURE0)
	gl.BindTexture(gl.TEXTURE_2D, e.shape.texture)

	gl.DrawArrays(gl.TRIANGLES, 0, e.shape.vertexCount)

	gl.DisableVertexAttribArray(e.shader.vertCoord)

	//debug.DrawFPS(c)
}
开发者ID:shazow,项目名称:gomobile-examples,代码行数:45,代码来源:main.go

示例13: CreateCamera

func CreateCamera(x, y, z, width, height, fov, near, far float32) *Camera {
	cam := &Camera{
		Transform:  CreateTransform(x, y, z),
		Width:      width,
		Height:     height,
		Ratio:      float32(width) / float32(height),
		Fov:        fov,
		Near:       near,
		Far:        far,
		Projection: mgl.Perspective(mgl.DegToRad(fov), width/height, near, far),
		//Projection: mgl.Ortho(-width/2,width/2,-height/2,height/2,-100,100),
	}

	/* do an initial update at t=0 to initialize vectors */
	cam.Update(0.0)

	return cam
}
开发者ID:johanhenriksson,项目名称:goworld,代码行数:18,代码来源:camera.go

示例14: Loop

func Loop() bool {
	if !llgl.EventLoop() {
		return false
	}

	ratio := llgl.ResizeViewport()
	if ratio != 0 {
		state.projection = mgl.Perspective(mgl.DegToRad(45.0), ratio, 0.1, 10.0)
		glstate.projectionUL.SetMat4(state.projection)
	}

	state.angle += 0.001
	state.model = mgl.HomogRotate3D(float32(state.angle), mgl.Vec3{1, 0, 0})
	glstate.modelUL.SetMat4(state.model)

	llgl.Clear()
	for i := 0; i < 1*10; i++ {
		llgl.DrawTriangleArray(0, int32(len(state.data)/5))
	}

	fpsCounter.TickAndLog()
	llgl.SwapBuffers()
	return true
}
开发者ID:hialin,项目名称:hialin,代码行数:24,代码来源:hlgl.go

示例15: SetPerspective

// Perspective computes the projection matrix and saves it
func (c *EulerCamera) SetPerspective(fovy, aspect, near, far float32) {
	c.projection = mgl.Perspective(fovy, aspect, near, far)
}
开发者ID:shazow,项目名称:go-gameblocks,代码行数:4,代码来源:camera.go


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