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Just on PBR for now but would also need to support Gouraud. That might be as separate material and base_shader_type, or just driven from material | |
and handled in shaded material shader? | |
Material | |
ShaderMaterial | |
PBRMaterial | |
Ya basic PBR mat |
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package com.asidik.test; | |
import okhttp3.Call; | |
import okhttp3.OkHttpClient; | |
import okhttp3.Request; | |
import okhttp3.Response; | |
import java.io.BufferedReader; | |
import java.io.IOException; | |
import java.io.InputStream; |
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import com.badlogic.gdx.ApplicationAdapter; | |
import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application; | |
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration; | |
import com.badlogic.gdx.graphics.Color; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.Pixmap; | |
import com.badlogic.gdx.graphics.Texture; | |
import com.badlogic.gdx.graphics.g2d.BitmapFont; | |
import com.badlogic.gdx.graphics.g2d.TextureRegion; |
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/******************************************************************************* | |
* Copyright 2011 See AUTHORS file. | |
* | |
* Licensed under the Apache License, Version 2.0 (the "License"); | |
* you may not use this file except in compliance with the License. | |
* You may obtain a copy of the License at | |
* | |
* http://www.apache.org/licenses/LICENSE-2.0 | |
* | |
* Unless required by applicable law or agreed to in writing, software |
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Index: backends/gdx-backend-android/build.gradle | |
IDEA additional info: | |
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP | |
<+>UTF-8 | |
=================================================================== | |
--- backends/gdx-backend-android/build.gradle (date 1533542459000) | |
+++ backends/gdx-backend-android/build.gradle (date 1533661568195) | |
@@ -15,5 +15,5 @@ | |
******************************************************************************/ | |
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package com.mygdx.game; | |
import android.graphics.PixelFormat; | |
import android.hardware.Camera; | |
import android.os.Bundle; | |
import android.view.SurfaceView; | |
import android.view.View; | |
import android.widget.FrameLayout; | |
import com.badlogic.gdx.Gdx; |
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public FileHandle saveFrameBuffer (FrameBuffer frameBuffer) { | |
FileHandle handle = Gdx.files.external("myscreenshot.png"); | |
frameBuffer.bind(); | |
Pixmap pixmap = new Pixmap(Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), Pixmap.Format.RGBA8888); | |
ByteBuffer pixels = pixmap.getPixels(); | |
Gdx.gl.glReadPixels(0, 0, frameBuffer.getWidth(), frameBuffer.getHeight(), GL20.GL_RGBA, GL20.GL_UNSIGNED_BYTE, pixels); | |
try { |
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import com.badlogic.gdx.ApplicationAdapter; | |
import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.backends.lwjgl.LwjglApplication; | |
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration; | |
import com.badlogic.gdx.files.FileHandle; | |
import com.badlogic.gdx.graphics.Camera; | |
import com.badlogic.gdx.graphics.Cubemap; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.PerspectiveCamera; |
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project(":desktop") { | |
apply plugin: "java" | |
dependencies { | |
compile project(":core") | |
compile ("com.badlogicgames.gdx:gdx-backend-lwjgl3:$gdxVersion") { | |
exclude group: "org.lwjgl" | |
} |
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public FfdTimeline (int frameCount) { | |
super(frameCount); | |
frames = new float[frameCount]; | |
frameVertices = new float[frameCount][]; | |
} | |
public void setSlotIndex (int slotIndex) { | |
this.slotIndex = slotIndex; | |
} |
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