Correct frag shader when using texture + color
This commit is contained in:
parent
770d134722
commit
574e31e02d
@ -9,5 +9,5 @@ uniform sampler2D texture1;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(texture1, texCoord) * color;
|
||||
FragColor = mix(texture(texture1, texCoord), color, 0.5);
|
||||
}
|
@ -151,7 +151,7 @@ public class Engine {
|
||||
|
||||
public static void main(String[] args) {
|
||||
Engine engine = new Engine();
|
||||
int speed = 2 ; //vitesse déplacement Object
|
||||
int speed = 10 ; //vitesse déplacement Object
|
||||
engine.init();
|
||||
|
||||
// Add objects to render
|
||||
@ -206,12 +206,6 @@ public class Engine {
|
||||
}
|
||||
}
|
||||
|
||||
// public static void input(ObjectGl token, int speed) {
|
||||
// if (Input.isKeyDown(GLFW.GLFW_KEY_W))token.translate(new Vector3f ( 0.0f, speed * 5.0f, 0.0f));
|
||||
// if (Input.isKeyDown(GLFW.GLFW_KEY_A))token.translate(new Vector3f (speed *-5.0f, 0.0f, 0.0f));
|
||||
// if (Input.isKeyDown(GLFW.GLFW_KEY_S))token.translate(new Vector3f ( 0.0f,speed * -5.0f, 0.0f));
|
||||
// if (Input.isKeyDown(GLFW.GLFW_KEY_D))token.translate(new Vector3f (speed * 5.0f, 0.0f, 0.0f));
|
||||
// }
|
||||
private static void gamepadInput(ObjectGl token, int speed) {
|
||||
ByteBuffer gamepadButton = glfwGetJoystickButtons(GLFW_JOYSTICK_1);
|
||||
FloatBuffer gamepadAxes = glfwGetJoystickAxes(GLFW_JOYSTICK_1);
|
||||
@ -287,5 +281,4 @@ public class Engine {
|
||||
token.setTextureWrap(178,0,62,82);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -32,7 +32,7 @@ public class ObjectGl {
|
||||
}
|
||||
|
||||
/**
|
||||
* Create a rectangle shape
|
||||
* Create a rectangle shape, use setTextureWrap to correctly align the texture with the model
|
||||
* @param z depth of your model the larger it is the more it will be "close" to the camera
|
||||
* @param h height of the rectangle
|
||||
* @param w width of the rectangle
|
||||
@ -112,6 +112,7 @@ public class ObjectGl {
|
||||
}
|
||||
|
||||
public void setTextureWrap(float x, float y, float w, float h){
|
||||
// TODO set sticky property
|
||||
this.vertexArray.swapVertexBufferObject(Primitive.createRectangle(this.zPos, w, h));
|
||||
int texWidth = this.texture.getWidth();
|
||||
int texHeight = this.texture.getHeight();
|
||||
@ -128,7 +129,7 @@ public class ObjectGl {
|
||||
this.setTextureWrap(result);
|
||||
}
|
||||
|
||||
public void setTextureWrap(float[] texture){
|
||||
private void setTextureWrap(float[] texture){
|
||||
this.vertexArray.swapTextureBufferObject(texture);
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user