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Java TextureAttribute.createDiffuse方法代码示例

本文整理汇总了Java中com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute.createDiffuse方法的典型用法代码示例。如果您正苦于以下问题:Java TextureAttribute.createDiffuse方法的具体用法?Java TextureAttribute.createDiffuse怎么用?Java TextureAttribute.createDiffuse使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute的用法示例。


在下文中一共展示了TextureAttribute.createDiffuse方法的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Java代码示例。

示例1: createBillboardTest

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public void createBillboardTest() {
	ModelBuilder mb = new ModelBuilder();
	mb.begin();

	long attr = Usage.TextureCoordinates | Usage.Position | Usage.Normal;
	TextureRegion region = Assets.getAtlas().findRegion("sprites/test-guy");
	Material mat = new Material(TextureAttribute.createDiffuse(region.getTexture()));
	boolean blended = true;
	float opacity = 1f;
	mat.set(new BlendingAttribute(blended, GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, opacity));
	MeshPartBuilder mpb = mb.part("rect", GL20.GL_TRIANGLES, attr, mat);
	mpb.setUVRange(region);
	// the coordinates are offset so that we can easily set the center position to align with the entity's body
	float sz = 2f; // size
	float b = -sz/2; // base
	float max = sz/2; // max
	Vector3 bl = new Vector3(b, b, 0f);
	Vector3 br = new Vector3(b, max, 0f);
	Vector3 tr = new Vector3(max, max, 0f);
	Vector3 tl = new Vector3(max, b, 0f);
	Vector3 norm = new Vector3(0f, 0f, 1f);
	mpb.rect(bl, tl, tr, br, norm);
	billboardTestModel = mb.end();
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:25,代码来源:ModelManager.java

示例2: init

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public static void init() {
	list = new Array<>();
	ModelBuilder mb = new ModelBuilder();
	Vector3 norm = new Vector3(0f, 1f, 0f);
	Texture texture = Assets.manager.get("textures/shadow.png", Texture.class);
	Material material = new Material(TextureAttribute.createDiffuse(texture));
	material.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, 0.7f));
	//material.set(new DepthTestAttribute(0)); // disable depth testing
	long attr = Usage.Position | Usage.TextureCoordinates;
	float s = 1f;
	model = mb.createRect(
			-s, 0f, -s,// bl
			-s, 0f, s, // tl
			s, 0f, s,  // tr
			s, 0f, -s,  // br
			norm.x, norm.y, norm.z,
			material,
			attr
	);
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:21,代码来源:Shadow.java

示例3: getPackedTextureSheet

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
private static PackedTextureSheet getPackedTextureSheet(AssetType... assetType) {
	if (Adapter.isDedicatedServer())
		return null;
	TexturePacker texturePacker = new TexturePacker(2048, 2048, 1, true);
	Pixmap pixmap;
	getPacketTextureSheetFor(assetType, texturePacker, pixmap);

	FileHandle fileHandle = assetsFolder.child("packed");
	fileHandle.mkdirs();
	Compatibility.get().nomedia(fileHandle);
	fileHandle = fileHandle.child(assetType[0].name() + ".cim");

	try {
		PixmapIO.writeCIM(fileHandle, texturePacker.getPixmap());
	} catch (GdxRuntimeException e) {
		Log.error("Failed to write packed image", e);
	}

	Texture texture = new Texture(fileHandle);
	texture.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
	PackedTextureSheet packedTextureSheet = new PackedTextureSheet(
			new Material(TextureAttribute.createDiffuse(texture)));
	packedTextureSheet.getMaterial().set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));

	Map<Asset, TexturePacker.PackRectangle> rectangles = texturePacker.getRectangles();
	int num = 0;
	for (Map.Entry<Asset, TexturePacker.PackRectangle> entry : rectangles.entrySet()) {
		num++;
		TextureRegion textureRegion = new TextureRegion(texture, entry.getValue().x, entry.getValue().y,
				entry.getValue().width, entry.getValue().height);
		entry.getKey().setPackedTextureRegion(textureRegion, packedTextureSheet);
		packedTextureSheet.getPackedTextures().put(entry.getKey().toString(), textureRegion);
	}

	for (AssetType type : assetType) {
		type.setPackedTextureSheet(packedTextureSheet);
	}
	return packedTextureSheet;
}
 
开发者ID:RedTroop,项目名称:Cubes_2,代码行数:40,代码来源:Assets.java

示例4: allocRenderable

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
protected void allocRenderable() {
    renderable = new Renderable();
    renderable.meshPart.primitiveType = GL20.GL_POINTS;
    renderable.meshPart.offset = 0;
    renderable.material = new Material(new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
            new DepthTestAttribute(GL20.GL_LEQUAL, false), TextureAttribute.createDiffuse((Texture) null));
}
 
开发者ID:MovementSpeed,项目名称:nhglib,代码行数:8,代码来源:PointSpriteSoftParticleBatch.java

示例5: create

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
@Override
public void create () {
	super.create();

	final Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
	disposables.add(texture);
	final Material material = new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(1, 1, 1, 1),
		FloatAttribute.createShininess(8f));
	final long attributes = Usage.Position | Usage.Normal | Usage.TextureCoordinates;

	final Model sphere = modelBuilder.createSphere(4f, 4f, 4f, 24, 24, material, attributes);
	disposables.add(sphere);
	world.addConstructor("sphere", new BulletConstructor(sphere, 10f, new btSphereShape(2f)));

	final Model cylinder = modelBuilder.createCylinder(4f, 6f, 4f, 16, material, attributes);
	disposables.add(cylinder);
	world.addConstructor("cylinder", new BulletConstructor(cylinder, 10f, new btCylinderShape(tmpV1.set(2f, 3f, 2f))));

	final Model capsule = modelBuilder.createCapsule(2f, 6f, 16, material, attributes);
	disposables.add(capsule);
	world.addConstructor("capsule", new BulletConstructor(capsule, 10f, new btCapsuleShape(2f, 2f)));

	final Model box = modelBuilder.createBox(4f, 4f, 2f, material, attributes);
	disposables.add(box);
	world.addConstructor("box2", new BulletConstructor(box, 10f, new btBoxShape(tmpV1.set(2f, 2f, 1f))));

	final Model cone = modelBuilder.createCone(4f, 6f, 4f, 16, material, attributes);
	disposables.add(cone);
	world.addConstructor("cone", new BulletConstructor(cone, 10f, new btConeShape(2f, 6f)));

	// Create the entities
	world.add("ground", 0f, 0f, 0f).setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(),
		0.25f + 0.5f * (float)Math.random(), 1f);
	world.add("sphere", 0, 5, 5);
	world.add("cylinder", 5, 5, 0);
	world.add("box2", 0, 5, 0);
	world.add("capsule", 5, 5, 5);
	world.add("cone", 10, 5, 0);
}
 
开发者ID:Matsemann,项目名称:eamaster,代码行数:40,代码来源:BasicShapesTest.java

示例6: allocRenderable

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
protected Renderable allocRenderable(){
	Renderable renderable = new Renderable();
	renderable.primitiveType = GL20.GL_TRIANGLES;
	renderable.meshPartOffset = 0;
	renderable.material = new Material(	new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
		new DepthTestAttribute(GL20.GL_LEQUAL, false),
		TextureAttribute.createDiffuse(texture));
	renderable.mesh = new Mesh(false, MAX_VERTICES_PER_MESH, MAX_PARTICLES_PER_MESH*6, currentAttributes);
	renderable.mesh.setIndices(indices);
	renderable.shader = shader;
	return renderable;
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:13,代码来源:BillboardParticleBatch.java

示例7: allocRenderable

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
protected void allocRenderable(){
	renderable = new Renderable();
	renderable.primitiveType = GL20.GL_POINTS;
	renderable.meshPartOffset = 0;
	renderable.material = new Material(	new BlendingAttribute(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA, 1f),
		new DepthTestAttribute(GL20.GL_LEQUAL, false),
		TextureAttribute.createDiffuse((Texture)null));
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:9,代码来源:PointSpriteParticleBatch.java

示例8: TilePermissionsGridDisplayable

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public TilePermissionsGridDisplayable(Tile[][] tiles, TextureAtlas atlas) {
  this.atlas = atlas;

  MeshBuilder meshBuilder = new MeshBuilder();

  meshBuilder.begin(VertexAttributes.Usage.Position |
                    VertexAttributes.Usage.TextureCoordinates,
                    GL20.GL_TRIANGLES);

  for (int y = 0; y < tiles.length; y++) {
    for (int x = 0; x < tiles[y].length; x++) {
      // TODO: Cache regions
      meshBuilder.setUVRange(
          atlas.findRegion(tiles[y][x].getPermissions().name()));

      meshBuilder.rect(x,     y,     0,
                       x + 1, y,     0,
                       x + 1, y + 1, 0,
                       x,     y + 1, 0,
                       0,     0,     1);
    }
  }

  Mesh mesh = meshBuilder.end();

  ModelBuilder modelBuilder = new ModelBuilder();
  modelBuilder.begin();

  TextureAttribute diffuse
      = TextureAttribute.createDiffuse(atlas.getTextures().first());

  modelBuilder.part("grid", mesh, GL20.GL_TRIANGLES, new Material(diffuse));

  instance = new ModelInstance(modelBuilder.end());

  instance.transform.translate(0, 0, Z_OFFSET);
}
 
开发者ID:fauu,项目名称:HelixEngine,代码行数:38,代码来源:TilePermissionsGridDisplayable.java

示例9: Map

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public Map(FileHandle handle) {
  this.tileset = new TextureAtlas(Gdx.files.internal("tileset.atlas"));
  this.floorEndRegion = this.tileset.findRegion("floor_end");
  TextureAttribute textureAttribute = TextureAttribute.createDiffuse(this.tileset.getTextures().first());
  this.material = new Material(textureAttribute);
  this.primitiveType = GL20.GL_TRIANGLES;
  this.robotStartPosition = new Vector3(0, 1.6f, 0);
  parse(handle);
  build();
}
 
开发者ID:macbury,项目名称:BotLogic,代码行数:11,代码来源:Map.java

示例10: World

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public World(int width, int depth) {
	this.width = width;
	this.depth = depth;
	
	islands = new Island[width * depth];
	
	highlight = new Material(TextureAttribute.createDiffuse(Vloxlands.assets.get("img/transparent.png", Texture.class)), ColorAttribute.createDiffuse(SELECTION));
	
	dataMaps = new Material[Config.dataMaps.length][2];
	for (int i = 0; i < dataMaps.length; i++) {
		Material trp = new Material(TextureAttribute.createDiffuse(Vloxlands.assets.get("img/datamaps/" + Config.dataMaps[i].toLowerCase() + ".png", Texture.class)), new BlendingAttribute());
		Material opq = Config.dataMapFullBlending[i] ? trp : new Material(TextureAttribute.createDiffuse(Vloxlands.assets.get("img/datamaps/" + Config.dataMaps[i].toLowerCase() + ".png", Texture.class)));
		dataMaps[i] = new Material[] { opq, trp };
	}
}
 
开发者ID:Dakror,项目名称:Vloxlands,代码行数:16,代码来源:World.java

示例11: HeightMapModel

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public HeightMapModel(HeightMap hm) {
	this.heightMap = hm;
	String groundTexName = "textures/hm_paint.png";
	groundTexture = new Texture(Gdx.files.internal(groundTexName), true);
	groundTexture.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
	groundTexture.setFilter(Texture.TextureFilter.MipMapLinearNearest, Texture.TextureFilter.Linear);
	groundMat = new Material(TextureAttribute.createDiffuse(groundTexture)
			, ColorAttribute.createSpecular(specular)
	);
	createGround();
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:12,代码来源:HeightMapModel.java

示例12: create

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
@Override
public void create () {
	super.create();
	instructions = "Tap to shoot\nArrow keys to move\nR to reset\nLong press to toggle debug mode\nSwipe for next test";
	
	// Create a visual representation of the character (note that we don't use the physics part of BulletEntity, we'll do that manually)
	final Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
	disposables.add(texture);
	final Material material = new Material(TextureAttribute.createDiffuse(texture), ColorAttribute.createSpecular(1,1,1,1), FloatAttribute.createShininess(8f));
	final long attributes = Usage.Position | Usage.Normal | Usage.TextureCoordinates;
	final Model capsule = modelBuilder.createCapsule(2f, 6f, 16, material, attributes);
	disposables.add(capsule);
	world.addConstructor("capsule", new BulletConstructor(capsule, null));
	character = world.add("capsule", 5f, 3f, 5f);
	characterTransform = character.transform; // Set by reference
	
	// Create the physics representation of the character
	ghostObject = new btPairCachingGhostObject();
	ghostObject.setWorldTransform(characterTransform);
	ghostShape = new btCapsuleShape(2f, 2f);
	ghostObject.setCollisionShape(ghostShape);
	ghostObject.setCollisionFlags(btCollisionObject.CollisionFlags.CF_CHARACTER_OBJECT);
	characterController = new btKinematicCharacterController(ghostObject, ghostShape, .35f);
	
	// And add it to the physics world
	world.collisionWorld.addCollisionObject(ghostObject, 
		(short)btBroadphaseProxy.CollisionFilterGroups.CharacterFilter,
		(short)(btBroadphaseProxy.CollisionFilterGroups.StaticFilter | btBroadphaseProxy.CollisionFilterGroups.DefaultFilter));
	((btDiscreteDynamicsWorld)(world.collisionWorld)).addAction(characterController);
	
	// Add the ground
	(ground = world.add("ground", 0f, 0f, 0f))
		.setColor(0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 0.25f + 0.5f * (float)Math.random(), 1f);
	// Create some boxes to play with
	for (int x = 0; x < BOXCOUNT_X; x++) {
		for (int y = 0; y < BOXCOUNT_Y; y++) {
			for (int z = 0; z < BOXCOUNT_Z; z++) {
				world.add("box", BOXOFFSET_X + x, BOXOFFSET_Y + y, BOXOFFSET_Z + z)
					.setColor(0.5f + 0.5f * (float)Math.random(), 0.5f + 0.5f * (float)Math.random(), 0.5f + 0.5f * (float)Math.random(), 1f);
			}
		}
	}
}
 
开发者ID:Matsemann,项目名称:eamaster,代码行数:44,代码来源:CharacterTest.java

示例13: create

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
@Override
public void create () {
	super.create();
	environment = new Environment();
	environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1.f));
	environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1.0f, -0.8f));
	
	modelsWindow.setVisible(false);
	
	Texture texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
	
	Material material = new Material(TextureAttribute.createDiffuse(texture));
	
	ModelBuilder mb = new ModelBuilder();
	mb.begin();
	mb.manage(texture);
	
	mb.node().id = "box";
	MeshPartBuilder mpb = mb.part("box", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
	mpb.setColor(Color.RED);
	mpb.box(1f, 1f, 1f);
	
	mb.node().id = "sphere";
	mpb = mb.part("sphere", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
	mpb.sphere(2f, 2f, 2f, 10, 5);
	
	mb.node().id = "cone";
	mpb = mb.part("cone", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
	mpb.setVertexTransform(new Matrix4().rotate(Vector3.X, -45f));
	mpb.cone(2f, 3f, 1f, 8);
	
	mb.node().id = "cylinder";
	mpb = mb.part("cylinder", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates | Usage.ColorPacked, material);
	mpb.cylinder(2f, 4f, 3f, 15);
	
	model = mb.end();
	
	instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, -5f), "box", true));
	instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, -5f), "sphere", true));
	instances.add(new ModelInstance(model, new Matrix4().trn(-5f, 0f, 5f), "cone", true));
	instances.add(new ModelInstance(model, new Matrix4().trn(5f, 0f, 5f), "cylinder", true));
}
 
开发者ID:basherone,项目名称:libgdxcn,代码行数:43,代码来源:MeshBuilderTest.java

示例14: CreatePlaneChunk

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
/**
 * Creates a plane, used for testing
 * @param size the size of the plane
 * @return
 */
public static TerrainChunk CreatePlaneChunk (float size) {
	TerrainChunk chunk = new TerrainChunk();
	// graphical representation of the ground
	Log.debug("createLevel - create ground");
	if (Main.isClient()) {
		ModelBuilder mb = new ModelBuilder();
		mb.begin();
		Vector3 bl = new Vector3();
		Vector3 tl = new Vector3();
		Vector3 tr = new Vector3();
		Vector3 br = new Vector3();
		Vector3 norm = new Vector3(0f, 1f, 0f);
		// the size of each rect that makes up the ground
		Texture groundTex = Assets.manager.get("textures/ground1.jpg", Texture.class);
		Material groundMat = new Material(TextureAttribute.createDiffuse(groundTex));
		MeshPartBuilder mpb = mb.part("ground", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates,
			groundMat);
		float u1 = 0f;
		float v1 = 0f;
		float u2 = size / 5f;
		float v2 = size / 5f;
		mpb.setUVRange(u1, v1, u2, v2);
		bl.set(0, 0, 0);
		tl.set(0, 0, size);
		tr.set(size, 0, size);
		br.set(size, 0, 0);
		// mpb.rect(bl, tl, tr, br, norm);
		int divisions = ((int)size) / 4;
		mpb.patch(bl, tl, tr, br, norm, divisions, divisions);
		Model groundModel = mb.end();
		chunk.modelInstance = new ModelInstance(groundModel);
	}

	// physical representation of the ground
	btCollisionObject groundObj = new btCollisionObject();
	btCollisionShape groundShape = new btStaticPlaneShape(Vector3.Y, 0f);
	groundObj.setCollisionShape(groundShape);
	Physics.applyStaticGeometryCollisionFlags(groundObj);
	Physics.inst.addStaticGeometryToWorld(groundObj);

	chunk.body = groundObj;
	return chunk;
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:49,代码来源:Terrain.java

示例15: createLevel

import com.badlogic.gdx.graphics.g3d.attributes.TextureAttribute; //导入方法依赖的package包/类
public static void createLevel() {
	// graphical representation of the ground
	Log.debug("createLevel - create ground");
	if (Main.isClient()) {
		ModelBuilder mb = new ModelBuilder();
		mb.begin();
		Vector3 bl = new Vector3();
		Vector3 tl = new Vector3();
		Vector3 tr = new Vector3();
		Vector3 br = new Vector3();
		Vector3 norm = new Vector3(0f, 1f, 0f);
		// the size of each rect that makes up the ground
		Texture groundTex = Assets.manager.get("textures/ground1.jpg", Texture.class);
		Material groundMat = new Material(TextureAttribute.createDiffuse(groundTex));
		MeshPartBuilder mpb = mb.part("ground", GL20.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates, groundMat);
		float u1 = 0f;
		float v1 = 0f;
		float u2 = groundPieceSize / 5f;
		float v2 = groundPieceSize / 5f;
		mpb.setUVRange(u1, v1, u2, v2);
		bl.set(0, 0, 0);
		tl.set(0, 0, groundPieceSize);
		tr.set(groundPieceSize, 0, groundPieceSize);
		br.set(groundPieceSize, 0, 0);
		//mpb.rect(bl, tl, tr, br, norm);
		int divisions = ((int) groundPieceSize) / 4;
		mpb.patch(bl, tl, tr, br, norm, divisions, divisions);
		Model groundModel = mb.end();
		models.add(groundModel);
		groundPieces.clear();
		int count = 0;
		for (int x = 0; x < GameWorld.WORLD_WIDTH; x += groundPieceSize) {
			for (int z = 0; z < GameWorld.WORLD_DEPTH; z += groundPieceSize) {
				count++;
				ModelInstance groundPiece = new ModelInstance(groundModel);
				groundPiece.transform.setToTranslation(x, 0f, z);
				groundPieces.add(groundPiece);
			}
		}
		Log.debug("createLevel - created " + count + " groundPieces");
	}

	// physical representation of the ground
	btCollisionObject groundObj = new btCollisionObject();
	btCollisionShape groundShape = new btStaticPlaneShape(Vector3.Y, 0f);
	groundObj.setCollisionShape(groundShape);
	Physics.applyStaticGeometryCollisionFlags(groundObj);
	Physics.inst.addStaticGeometryToWorld(groundObj);

	if (Main.isServer()) {
		Log.debug("createLevel - create static models");
		// server creates static models here, client will create the models when received from server upon connection
		createStaticModels(25);
	}

	Log.debug("createLevel - create boxes");
	Box.createBoxes(10);
}
 
开发者ID:jrenner,项目名称:gdx-proto,代码行数:59,代码来源:LevelBuilder.java


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