本文整理匯總了TypeScript中neuroglancer/webgl/context.GL.uniform3fv方法的典型用法代碼示例。如果您正苦於以下問題:TypeScript GL.uniform3fv方法的具體用法?TypeScript GL.uniform3fv怎麽用?TypeScript GL.uniform3fv使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類neuroglancer/webgl/context.GL
的用法示例。
在下文中一共展示了GL.uniform3fv方法的4個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
gl.uniform3fv(shader.uniform('uChunkDataSize'), textureLayout.chunkDataSize);
gl.uniform3fv(shader.uniform('uSubchunkGridSize'), textureLayout.subchunkGridSize);
gl.uniform2fv(
shader.uniform('uCompressedSegmentationTextureAccessCoefficients'),
textureLayout.textureAccessCoefficients);
}
示例2: beginSource
beginSource(gl: GL, shader: ShaderProgram) {
super.beginSource(gl, shader);
gl.uniform3fv(shader.uniform('uSubchunkSize'), this.subchunkSize);
}
示例3: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
gl.uniform3fv(shader.uniform('uSubchunkGridSize'), textureLayout.subchunkGridSize);
this.textureAccessHelper.setupTextureLayout(gl, shader, textureLayout);
}
示例4: setupTextureLayout
/**
* Called each time textureLayout changes while drawing chunks.
*/
setupTextureLayout(gl: GL, shader: ShaderProgram, textureLayout: TextureLayout) {
gl.uniform3fv(shader.uniform('uChunkDataSize'), textureLayout.chunkDataSize);
gl.uniform2fv(
shader.uniform('uUncompressedTextureAccessCoefficients'),
textureLayout.textureAccessCoefficients);
}