Class LegacyModelData

java.lang.Object
org.boxutil.units.legacy.LegacyModelData

public class LegacyModelData extends Object
For draw 3D object with lights and sprite:
 
 LegacyModelData mesh = 'some init code';
 
 
  • Field Details

    • verticesCount

      protected final int verticesCount
    • _buffers

      protected final FloatBuffer[] _buffers
  • Constructor Details

    • LegacyModelData

      public LegacyModelData(LegacyModelData source)
    • LegacyModelData

      public LegacyModelData(org.boxutil.backends.struct.BUtil_Stack3f[] v, org.boxutil.backends.struct.BUtil_Stack3f[] vn, org.boxutil.backends.struct.BUtil_Stack2f[] vt, org.boxutil.backends.struct.BUtil_TriIndex[] vf)
  • Method Details

    • putColorData

      protected void putColorData(FloatBuffer uploadBuffer, org.lwjgl.util.vector.Vector4f color, float alphaMulti)
    • glPushAndApplyIllumination

      public void glPushAndApplyIllumination(float alphaMulti, @Nullable org.lwjgl.util.vector.Vector4f ambientColor, @Nullable org.lwjgl.util.vector.Vector4f materialAmbient, @Nullable org.lwjgl.util.vector.Vector4f materialDiffuse, @Nullable org.lwjgl.util.vector.Vector4f materialSpecular, @Nullable org.lwjgl.util.vector.Vector4f materialEmission, @Nullable Float materialShininess, boolean twoSideShading, boolean smoothShading, @NotNull LegacyIlluminantObject... illuminant)
      Parameters:
      illuminant - maximum 8 objects.
    • glPushAndApplyIllumination

      public void glPushAndApplyIllumination(float alphaMulti, @Nullable org.lwjgl.util.vector.Vector4f materialAmbient, @Nullable org.lwjgl.util.vector.Vector4f materialDiffuse, @NotNull LegacyIlluminantObject... illuminant)
      Parameters:
      illuminant - maximum 8 objects.
    • glBindSpriteBeforeDraw

      public void glBindSpriteBeforeDraw(int textureID)
    • glBindSpriteBeforeDraw

      public void glBindSpriteBeforeDraw(com.fs.starfarer.api.graphics.SpriteAPI sprite)
    • glDraw

      public void glDraw(boolean withNormal, boolean withUV)
      Call GL11.glEnable(GL11.GL_CULL_FACE); GL11.glEnable(GL11.GL_DEPTH_TEST); before draw, if needed.
    • glPopAfterApplyIlluminationAndDraw

      public void glPopAfterApplyIlluminationAndDraw()
    • getVerticesCount

      public int getVerticesCount()
    • getVertexBuffer

      public FloatBuffer getVertexBuffer()
    • getNormalBuffer

      public FloatBuffer getNormalBuffer()
    • getUVBuffer

      public FloatBuffer getUVBuffer()