Java Code Examples for com.badlogic.gdx.graphics.g3d.utils.ModelBuilder#createRect()
The following examples show how to use
com.badlogic.gdx.graphics.g3d.utils.ModelBuilder#createRect() .
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Example 1
Source File: SimpleRoom.java From gdx-vr with Apache License 2.0 | 6 votes |
@Override public void create() { assets = new AssetManager(); String model = "Bambo_House.g3db"; assets.load(model, Model.class); assets.finishLoading(); modelInstance = new ModelInstance(assets.get(model, Model.class), new Matrix4().setToScaling(0.6f, 0.6f, 0.6f)); DefaultShader.Config config = new Config(); config.defaultCullFace = GL20.GL_NONE; ShaderProvider shaderProvider = new DefaultShaderProvider(config); modelBatch = new ModelBatch(shaderProvider); ModelBuilder builder = new ModelBuilder(); float groundSize = 1000f; ground = new ModelInstance(builder.createRect(-groundSize, 0, groundSize, groundSize, 0, groundSize, groundSize, 0, -groundSize, -groundSize, 0, -groundSize, 0, 1, 0, new Material(), Usage.Position | Usage.Normal), new Matrix4().setToTranslation(0, -0.01f, 0)); environment = new Environment(); environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f)); environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f)); VirtualReality.renderer.listeners.add(this); // VirtualReality.head.setCyclops(true); }
Example 2
Source File: Shadow.java From gdx-proto with Apache License 2.0 | 6 votes |
public static void init() { list = new Array<>(); ModelBuilder mb = new ModelBuilder(); Vector3 norm = new Vector3(0f, 1f, 0f); Texture texture = Assets.manager.get("textures/shadow.png", Texture.class); Material material = new Material(TextureAttribute.createDiffuse(texture)); material.set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, 0.7f)); //material.set(new DepthTestAttribute(0)); // disable depth testing long attr = Usage.Position | Usage.TextureCoordinates; float s = 1f; model = mb.createRect( -s, 0f, -s,// bl -s, 0f, s, // tl s, 0f, s, // tr s, 0f, -s, // br norm.x, norm.y, norm.z, material, attr ); }