本文整理汇总了TypeScript中gloo2.VertexBuffer.set_size方法的典型用法代码示例。如果您正苦于以下问题:TypeScript VertexBuffer.set_size方法的具体用法?TypeScript VertexBuffer.set_size怎么用?TypeScript VertexBuffer.set_size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类gloo2.VertexBuffer
的用法示例。
在下文中一共展示了VertexBuffer.set_size方法的3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TypeScript代码示例。
示例1: _set_data
protected _set_data(nvertices: number): void {
const n = nvertices * 4; // in bytes
// Set buffer size
this.vbo_x.set_size(n)
this.vbo_y.set_size(n)
this.vbo_a.set_size(n)
this.vbo_s.set_size(n)
// Upload data for x and y, apply a baked-in offset for float32 precision (issue #3795)
// The exact value for the baked_offset does not matter, as long as it brings the data to less extreme values
const xx = new Float64Array(this.glyph._x)
const yy = new Float64Array(this.glyph._y)
for (let i = 0, end = nvertices; i < end; i++) {
xx[i] += this._baked_offset[0]
yy[i] += this._baked_offset[1]
}
this.vbo_x.set_data(0, new Float32Array(xx))
this.vbo_y.set_data(0, new Float32Array(yy))
// Angle if available; circle does not have angle. If we don't set data, angle is default 0 in glsl
if (this.glyph._angle != null) {
this.vbo_a.set_data(0, new Float32Array(this.glyph._angle))
}
// Radius is special; some markes allow radius in data-coords instead of screen coords
// @radius tells us that radius is in units, sradius is the pre-calculated screen radius
if (this.glyph instanceof CircleView && this.glyph._radius != null)
this.vbo_s.set_data(0, new Float32Array(map(this.glyph.sradius, (s) => s*2)))
else
this.vbo_s.set_data(0, new Float32Array(this.glyph._size))
}
示例2: _set_data
_set_data() {
this._bake();
this.vbo_position.set_size(this.V_position.length*4);
this.vbo_position.set_data(0, this.V_position);
this.vbo_tangents.set_size(this.V_tangents.length*4);
this.vbo_tangents.set_data(0, this.V_tangents);
this.vbo_angles.set_size(this.V_angles.length*4);
this.vbo_angles.set_data(0, this.V_angles);
this.vbo_texcoord.set_size(this.V_texcoord.length*4);
return this.vbo_texcoord.set_data(0, this.V_texcoord);
}
示例3: _update_scale
_update_scale(sx, sy) {
// Update segment data and cumsum so the length along the line has the
// scale aspect ratio in it. In the vertex shader we multiply with the
// "isotropic part" of the scale.
let V_segment2;
const n = this.nvertices;
const m = (4 * n) - 4;
// Prepare arrays
const T = this.tangents;
const N = new Float32Array(n-1);
const V_segment = new Float32Array(n*2); // Elements are initialized with 0
this.V_segment = (V_segment2 = new Float32Array(m*2));
// Calculate vector lengths - with scale aspect ratio taken into account
for (let i = 0, end = n-1; i < end; i++) {
N[i] = Math.sqrt(Math.pow(T[(i*2)+0] * sx, 2) + Math.pow(T[(i*2)+1] * sy, 2));
}
// Calculate Segments
let cumsum = 0;
for (let i = 0, end = n-1; i < end; i++) {
cumsum += N[i];
V_segment[((i+1)*2)+0] = cumsum;
V_segment[(i*2)+1] = cumsum;
}
// Upscale (same loop as in _bake())
for (let i = 0, end = n; i < end; i++) {
for (let j = 0; j < 4; j++) {
for (let k = 0; k < 2; k++) {
V_segment2[(((i*4)+j)*2)+k] = V_segment[(i*2)+k];
}
}
}
// Update
this.cumsum = cumsum; // L[-1] in Nico's code
this.vbo_segment.set_size(this.V_segment.length*4);
return this.vbo_segment.set_data(0, this.V_segment);
}