本文整理汇总了Java中ethanjones.cubes.world.light.BlockLight.FULL_LIGHT属性的典型用法代码示例。如果您正苦于以下问题:Java BlockLight.FULL_LIGHT属性的具体用法?Java BlockLight.FULL_LIGHT怎么用?Java BlockLight.FULL_LIGHT使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类ethanjones.cubes.world.light.BlockLight
的用法示例。
在下文中一共展示了BlockLight.FULL_LIGHT属性的4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Java代码示例。
示例1: createVerticesArea
private static int createVerticesArea(float[] vertices, int vertexOffset, float x, float z) {
vertices[vertexOffset++] = x;
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = z;
vertices[vertexOffset++] = textureRegionArea.getU();
vertices[vertexOffset++] = textureRegionArea.getV();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
vertices[vertexOffset++] = x;
vertices[vertexOffset++] = Area.SIZE_BLOCKS;
vertices[vertexOffset++] = z;
vertices[vertexOffset++] = textureRegionArea.getU2();
vertices[vertexOffset++] = textureRegionArea.getV2();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
return vertexOffset;
}
示例2: createVerticesCurrent
private static int createVerticesCurrent(float[] vertices, int vertexOffset, float x1, float x2, float y1, float y2,
float z1, float z2) {
vertices[vertexOffset++] = x1;
vertices[vertexOffset++] = y1;
vertices[vertexOffset++] = z1;
vertices[vertexOffset++] = textureRegionCurrent.getU();
vertices[vertexOffset++] = textureRegionCurrent.getV();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
vertices[vertexOffset++] = x2;
vertices[vertexOffset++] = y2;
vertices[vertexOffset++] = z2;
vertices[vertexOffset++] = textureRegionCurrent.getU2();
vertices[vertexOffset++] = textureRegionCurrent.getV2();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
return vertexOffset;
}
示例3: createVerticesArea
private static int createVerticesArea(float[] vertices, int vertexOffset, float x, float z) {
vertices[vertexOffset++] = x;
vertices[vertexOffset++] = 0;
vertices[vertexOffset++] = z;
vertices[vertexOffset++] = textureRegionArea.getU();
vertices[vertexOffset++] = textureRegionArea.getV();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
vertices[vertexOffset++] = x;
vertices[vertexOffset++] = Area.SIZE_BLOCKS;
vertices[vertexOffset++] = z;
vertices[vertexOffset++] = textureRegionArea.getU2();
vertices[vertexOffset++] = textureRegionArea.getV2();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
return vertexOffset;
}
示例4: createVerticesCurrent
private static int createVerticesCurrent(float[] vertices, int vertexOffset, float x1, float x2, float y1, float y2, float z1, float z2) {
vertices[vertexOffset++] = x1;
vertices[vertexOffset++] = y1;
vertices[vertexOffset++] = z1;
vertices[vertexOffset++] = textureRegionCurrent.getU();
vertices[vertexOffset++] = textureRegionCurrent.getV();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
vertices[vertexOffset++] = x2;
vertices[vertexOffset++] = y2;
vertices[vertexOffset++] = z2;
vertices[vertexOffset++] = textureRegionCurrent.getU2();
vertices[vertexOffset++] = textureRegionCurrent.getV2();
vertices[vertexOffset++] = BlockLight.FULL_LIGHT;
return vertexOffset;
}