本文整理汇总了Golang中golang.org/x/mobile/exp/f32.Bytes函数的典型用法代码示例。如果您正苦于以下问题:Golang Bytes函数的具体用法?Golang Bytes怎么用?Golang Bytes使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Bytes函数的16个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Golang代码示例。
示例1: initGL
func (video *Video) initGL() {
log.Print("Initing")
video.fpsmanager = gfx.NewFramerate()
video.fpsmanager.SetFramerate(60)
gl.ClearColor(0.0, 0.0, 0.0, 1.0)
gl.Enable(gl.CULL_FACE)
gl.Enable(gl.DEPTH_TEST)
log.Print("Creating program")
video.prog = createProgram(vertShaderSrcDef, fragShaderSrcDef)
log.Print("Attrib loc 1")
posAttrib := attribLocation(video.prog, "vPosition")
log.Print("Attrib loc 2")
texCoordAttr := attribLocation(video.prog, "vTexCoord")
log.Print("Uniform loc 1")
paletteLoc := uniformLocation(video.prog, "palette")
log.Print("Uniform loc 2")
video.textureUni = uniformLocation(video.prog, "texture")
log.Print("Gen Texture")
video.texture = genTexture()
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, video.texture)
log.Print("TexParam")
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.UseProgram(video.prog)
gl.EnableVertexAttribArray(posAttrib)
gl.EnableVertexAttribArray(texCoordAttr)
gl.Uniform3iv(paletteLoc, nes.SPaletteRgb)
log.Print("VertBO")
vertVBO := genBuffer()
checkGLError()
gl.BindBuffer(gl.ARRAY_BUFFER, vertVBO)
verts := f32.Bytes(binary.LittleEndian, -1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0)
gl.BufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW)
textCoorBuf := genBuffer()
checkGLError()
gl.BindBuffer(gl.ARRAY_BUFFER, textCoorBuf)
texVerts := f32.Bytes(binary.LittleEndian, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0)
gl.BufferData(gl.ARRAY_BUFFER, texVerts, gl.STATIC_DRAW)
gl.VertexAttribPointer(posAttrib, 2, gl.FLOAT, false, 0, 0)
gl.VertexAttribPointer(texCoordAttr, 2, gl.FLOAT, false, 0, 0)
log.Print("Started")
}
开发者ID:BluePadge,项目名称:Fergulator-Android,代码行数:52,代码来源:video.go
示例2: Start
func (e *Engine) Start() {
var err error
e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
if err != nil {
panic(fmt.Sprintln("LoadProgram failed:", err))
}
e.shader.models, err = wavefront.Read("spiritframe.obj")
check(err)
e.shader.projectionmatrix = gl.GetUniformLocation(e.shader.program, "u_projectionMatrix")
e.shader.viewmatrix = gl.GetUniformLocation(e.shader.program, "u_viewMatrix")
e.shader.modelmatrix = gl.GetUniformLocation(e.shader.program, "u_modelMatrix")
e.shader.normalmatrix = gl.GetUniformLocation(e.shader.program, "u_normalMatrix")
e.shader.lightdir = gl.GetUniformLocation(e.shader.program, "u_lightDirection")
e.shader.lightmatrix = gl.GetUniformLocation(e.shader.program, "u_lightmatrix")
e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "a_vertex")
e.shader.normal = gl.GetAttribLocation(e.shader.program, "a_normal")
e.shader.texcoord = gl.GetAttribLocation(e.shader.program, "a_texCoord")
for _, model := range e.shader.models {
for _, group := range model.Groups {
//颜色
color := group.Material.Ambient
//顶点
data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
vertexCount := len(group.Vertexes) / 3
databuf := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
//UV坐标
textcoords := f32.Bytes(binary.LittleEndian, group.Textcoords...)
uvbuf := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, uvbuf)
gl.BufferData(gl.ARRAY_BUFFER, textcoords, gl.STATIC_DRAW)
//发现坐标
normals := f32.Bytes(binary.LittleEndian, group.Normals...)
normalbuf := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, normalbuf)
gl.BufferData(gl.ARRAY_BUFFER, normals, gl.STATIC_DRAW)
tex, _ := LoadTexture(group.Material.Texturefile)
e.shape.Objs = append(e.shape.Objs, Obj{vcount: vertexCount, coord: databuf, color: color, uvcoord: uvbuf, tex: tex, normal: normalbuf})
}
}
}
开发者ID:lovexiaov,项目名称:gomobileapp,代码行数:50,代码来源:main.go
示例3: Start
func (e *Engine) Start() {
var err error
e.shader.program, err = LoadProgram("shader.v.glsl", "shader.f.glsl")
if err != nil {
panic(fmt.Sprintln("LoadProgram failed:", err))
}
e.shader.models, err = wavefront.Read("girl.obj")
check(err)
e.shader.vertCoord = gl.GetAttribLocation(e.shader.program, "vertCoord")
e.shader.vertTexCoord = gl.GetAttribLocation(e.shader.program, "vertTexCoord")
e.shader.projection = gl.GetUniformLocation(e.shader.program, "projection")
e.shader.view = gl.GetUniformLocation(e.shader.program, "view")
e.shader.modelx = gl.GetUniformLocation(e.shader.program, "modelx")
e.shader.modely = gl.GetUniformLocation(e.shader.program, "modely")
e.shader.color = gl.GetUniformLocation(e.shader.program, "color")
e.shader.useuv = gl.GetUniformLocation(e.shader.program, "useuv")
for _, model := range e.shader.models {
for _, group := range model.Groups {
//颜色
color := group.Material.Ambient
//顶点
data := f32.Bytes(binary.LittleEndian, group.Vertexes...)
vertexCount := len(group.Vertexes) / 3
databuf := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, databuf)
gl.BufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW)
//UV坐标
textcoords := f32.Bytes(binary.LittleEndian, group.Textcoords...)
uvbuf := gl.CreateBuffer()
gl.BindBuffer(gl.ARRAY_BUFFER, uvbuf)
gl.BufferData(gl.ARRAY_BUFFER, textcoords, gl.STATIC_DRAW)
//贴图文件
var useuv bool
tex, err := LoadTexture(group.Material.Texturefile)
if err != nil {
useuv = false
} else {
useuv = true
}
e.shape.Objs = append(e.shape.Objs, Obj{vcount: vertexCount, coord: databuf, color: color, useuv: useuv, uvcoord: uvbuf, tex: tex})
}
}
}
开发者ID:lomoalbert,项目名称:gomobileapp,代码行数:49,代码来源:main.go
示例4: drawFrame
func (video *Video) drawFrame() {
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(video.prog)
gl.ActiveTexture(gl.TEXTURE0)
gl.BindTexture(gl.TEXTURE_2D, video.texture)
log.Print("Reading")
frame := <-video.pixelBuffer
buf := make([]float32, len(frame))
log.Print("Read frame")
for k, v := range frame {
buf[k] = float32(v)
}
log.Print("Writing")
if video.pixelBuffer != nil {
gl.TexImage2D(gl.TEXTURE_2D, 0, 256, 256, gl.RGBA,
gl.UNSIGNED_SHORT_4_4_4_4, f32.Bytes(binary.LittleEndian, buf...))
}
log.Print("Wrote")
gl.DrawArrays(gl.TRIANGLES, 0, 6)
video.fpsmanager.FramerateDelay()
}
开发者ID:BluePadge,项目名称:Fergulator-Android,代码行数:25,代码来源:video.go
示例5: chart
func (r *Key) chart() {
keys := []float32{
// position // Tex cordinates
// top
r.x, r.y, r.z, 0, 0, // top left
r.x + r.length, r.y, r.z, 1, 0, // top right
r.x, r.y + r.width, r.z, 0, 1, // bottom left
r.x + r.length, r.y + r.width, r.z, 1, 1, // bottom right
//front
r.x + r.length, r.y, r.z, 1, 0,
r.x + r.length, r.y + r.width, r.z, 1, 1,
r.x + r.length, r.y, r.z - r.height, 1, 0,
r.x + r.length, r.y + r.width, r.z - r.height, 1, 1,
//left
r.x, r.y + r.width, r.z, 0, 1,
r.x + r.length, r.y + r.width, r.z, 1, 1,
r.x, r.y + r.width, r.z - r.height, 1, 0,
r.x + r.length, r.y + r.width, r.z - r.height, 0, 0,
//right
r.x, r.y, r.z, 0, 0,
r.x + r.length, r.y, r.z, 1, 0,
r.x, r.y, r.z - r.height, 0, 1,
r.x + r.length, r.y, r.z - r.height, 1, 1,
}
r.data = append(r.data, f32.Bytes(binary.LittleEndian, keys...)...)
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:30,代码来源:key.go
示例6: makeTriangleData
func makeTriangleData() []byte {
halfBase, halfHeight := computeTriangleLengths()
return f32.Bytes(binary.LittleEndian,
-halfBase, -halfHeight, 0.0,
0.0, halfHeight, 0.0,
halfBase, -halfHeight, 0.0,
)
}
开发者ID:monopole,项目名称:volley,代码行数:8,代码来源:screen.go
示例7: circleTriangle
func circleTriangle() {
x1, y1 := getXY(angle)
x2, y2 := getXY(angle + math.Pi*2*1/3)
x3, y3 := getXY(angle + math.Pi*2*2/3)
triangleData = f32.Bytes(binary.LittleEndian,
x1*0.4, y1*0.4, 0.0,
x2*0.4, y2*0.4, 0.0,
x3*0.4, y3*0.4, 0.0,
)
angle += math.Pi / 200
if angle > math.Pi*2 {
angle -= math.Pi * 2
}
}
开发者ID:plumbum,项目名称:go-samples,代码行数:17,代码来源:main.go
示例8: makeWhiteKeyVector
// makeWhiteKeyVector creates 1) the OpenGL coordinates for the key in portrait and landscape mode
// 2) the box of the actual key and 3) the greater outer outline of the key which includes the surrounding gap
func makeWhiteKeyVector(width float32, count int) ([]byte, util.Boundary, util.Boundary) {
keyOutline := util.Boundary{BottomY: 0.0, TopY: TopOfKey}
// Which white key are we on. Start at that offset.
offset := (float32(count)) / NumberOfWhiteKeys * util.MaxGLSize
// Width of window / NumberOfWhiteKeys = width of each white key = w_k
widthOfOneKey := width / NumberOfWhiteKeys
keyOuterBoundary := util.Boundary{BottomY: 0.0, TopY: TopOfKey, LeftX: offset,
RightX: offset + widthOfOneKey/width*util.MaxGLSize}
// want KeytoGapRatio% of the width of a key to be white (allow for black separation between keys) = p
// Top left & bottom left (x = (offset + ((1-p) / 2) *w_k) / width * MaxGLSize)
// Top right & bottom right (x = (offset + w_k-(w_k* (1-p) / 2)) / width * MaxGLsize)
keyOutline.RightX = offset + (widthOfOneKey-(widthOfOneKey*(1-KeytoGapRatio)/2))/width*util.MaxGLSize
keyOutline.LeftX = offset + (widthOfOneKey*(1-KeytoGapRatio)/2)/width*util.MaxGLSize
return f32.Bytes(binary.LittleEndian, makeCoordsForBothOrientation(keyOutline)...),
keyOutline, keyOuterBoundary
}
开发者ID:rakyll,项目名称:GCSolutions,代码行数:21,代码来源:white_key.go
示例9: makeBlackKeyVector
// makeBlackKeyVector creates 1) the OpenGL coordinates for the key in portrait and landscape mode
// 2) the box of the actual key and 3) the greater outer outline of the key which includes the surrounding gap
func makeBlackKeyVector(leftWhiteKey Key) ([]byte, util.Boundary, util.Boundary) {
// First, let's get the width of the white key.
widthOfWhiteKey := leftWhiteKey.GetOuterBoundary().RightX - leftWhiteKey.GetOuterBoundary().LeftX
// Determine the width of the blackKey with whiteKeyToBlackKeyWidthRatio
widthOfBlackKey := whiteKeyToBlackKeyWidthRatio * widthOfWhiteKey
// Use the end of the white key as the center of the black key and add the offsets to the sides.
keyOuterBoundary := util.Boundary{BottomY: TopOfKey - whiteKeyToBlackKeyLengthRatio*TopOfKey,
TopY: TopOfKey,
LeftX: leftWhiteKey.GetOuterBoundary().RightX - (widthOfBlackKey / 2),
RightX: leftWhiteKey.GetOuterBoundary().RightX + (widthOfBlackKey / 2)}
// Use the same gap the white key uses for the black key
gap := leftWhiteKey.GetOutline().LeftX - leftWhiteKey.GetOuterBoundary().LeftX
keyOutline := util.Boundary{TopY: TopOfKey, BottomY: keyOuterBoundary.BottomY + gap,
LeftX: keyOuterBoundary.LeftX + gap, RightX: keyOuterBoundary.RightX - gap}
return f32.Bytes(binary.LittleEndian, makeCoordsForBothOrientation(keyOutline)...),
keyOutline, keyOuterBoundary
}
开发者ID:xnattack,项目名称:GCSolutions,代码行数:21,代码来源:black_key.go
示例10:
gl.EnableVertexAttribArray(glimage.pos)
gl.VertexAttribPointer(glimage.pos, 2, gl.FLOAT, false, 0, 0)
gl.BindBuffer(gl.ARRAY_BUFFER, glimage.quadUV)
gl.EnableVertexAttribArray(glimage.inUV)
gl.VertexAttribPointer(glimage.inUV, 2, gl.FLOAT, false, 0, 0)
gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
gl.DisableVertexAttribArray(glimage.pos)
gl.DisableVertexAttribArray(glimage.inUV)
}
var quadXYCoords = f32.Bytes(binary.LittleEndian,
-1, +1, // top left
+1, +1, // top right
-1, -1, // bottom left
+1, -1, // bottom right
)
var quadUVCoords = f32.Bytes(binary.LittleEndian,
0, 0, // top left
1, 0, // top right
0, 1, // bottom left
1, 1, // bottom right
)
const vertexShader = `#version 100
uniform mat3 mvp;
uniform mat3 uvp;
attribute vec3 pos;
attribute vec2 inUV;
开发者ID:rockxcn,项目名称:mobile,代码行数:32,代码来源:glimage.go
示例11:
var cubeData = f32.Bytes(binary.LittleEndian, //三角
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
)
开发者ID:lovexiaov,项目名称:gomobileapp,代码行数:37,代码来源:main.go
示例12:
void main() {
gl_FragColor = color;
}`
coordsPerVertex = 3
vertexCount = 3
triangleSide float32 = 0.4 // In OpenGL coordinates where the full screen in of size 2 [-1, 1]
bannerWidth = 0.1
)
var (
triangleHeight = float32(math.Sqrt(3)) * triangleSide / 2
triangleCenterHeight = triangleSide / (2 * float32(math.Sqrt(3)))
triangleData = f32.Bytes(binary.LittleEndian,
-triangleSide/2, -triangleHeight/2, 0, // bottom left
0, triangleHeight/2, 0, // top
triangleSide/2, -triangleHeight/2, 0, // bottom right
)
topBannerData = f32.Bytes(binary.LittleEndian,
-1, 1, 0,
1, 1, 0,
1, 1-bannerWidth, 0,
-1, 1-bannerWidth, 0,
)
leftBannerData = f32.Bytes(binary.LittleEndian,
-1, 1, 0,
-1+bannerWidth, 1, 0,
-1+bannerWidth, -1, 0,
-1, -1, 0,
)
)
开发者ID:asimshankar,项目名称:triangles,代码行数:31,代码来源:gl.go
示例13:
var triangleData = f32.Bytes(binary.LittleEndian,
// front
-1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 0, 1,
1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 0, 1,
1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 0, 1,
1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 0, 1,
-1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 0, 1,
-1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 0, 1,
// top
-1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 1, 0,
1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 1, 0,
1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 1, 0,
1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 1, 0,
-1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 1, 0,
-1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, 1, 0,
// back
-1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 0, -1,
1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 0, -1,
1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 0, -1,
1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 0, -1,
-1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 0, -1,
-1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, 0, -1,
// bottom
-1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, -1, 0,
1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, -1, 0,
1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, -1, 0,
1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, -1, 0,
-1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 0, -1, 0,
-1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 0, -1, 0,
// left
-1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 1, 0, 0,
-1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, 1, 0, 0,
-1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 1, 0, 0,
-1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, 1, 0, 0,
-1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, 1, 0, 0,
-1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, 1, 0, 0,
// right
1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, -1, 0, 0,
1.0, -1.0, -1.0, 0.98, 0.972, 0.94, 1, -1, 0, 0,
1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, -1, 0, 0,
1.0, 1.0, -1.0, 0.98, 0.972, 0.94, 1, -1, 0, 0,
1.0, 1.0, 1.0, 0.98, 0.972, 0.94, 1, -1, 0, 0,
1.0, -1.0, 1.0, 0.98, 0.972, 0.94, 1, -1, 0, 0,
)
开发者ID:rakyll,项目名称:GCSolutions,代码行数:44,代码来源:main.go
示例14:
mu.Unlock()
c := &http.Client{Transport: transport}
_, err := c.Do(req)
if err != nil {
fmt.Println(err)
}
mu.Lock()
req = nil
mu.Unlock()
}
var rectData = f32.Bytes(binary.LittleEndian,
0, 0,
0, 0.2,
0.2, 0,
0.2, 0.2,
)
const vertexShader = `#version 100
uniform vec2 offset;
attribute vec4 position;
void main() {
// offset comes in with x/y values between 0 and 1.
// position bounds are -1 to 1.
vec4 offset4 = vec4(2.0*offset.x-1.0, 1.0-2.0*offset.y, 0, 0);
gl_Position = position + offset4;
}`
const fragmentShader = `#version 100
开发者ID:natasharomanoff,项目名称:blinker,代码行数:32,代码来源:main.go
示例15:
glctx.Uniform2f(offset, touchX/float32(sz.WidthPx), touchY/float32(sz.HeightPx))
glctx.BindBuffer(gl.ARRAY_BUFFER, buf)
glctx.EnableVertexAttribArray(position)
glctx.VertexAttribPointer(position, coordsPerVertex, gl.FLOAT, false, 0, 0)
glctx.DrawArrays(gl.TRIANGLES, 0, vertexCount)
glctx.DisableVertexAttribArray(position)
statusPainter.Draw(sz, actionBarPad, statusFaceOpt)
fps.Draw(sz)
}
var triangleData = f32.Bytes(binary.LittleEndian,
0.0, 0.4, 0.0, // top left
0.0, 0.0, 0.0, // bottom left
0.4, 0.0, 0.0, // bottom right
)
const (
coordsPerVertex = 3
vertexCount = 3
)
const vertexShader = `#version 100
uniform vec2 offset;
attribute vec4 position;
void main() {
// offset comes in with x/y values between 0 and 1.
// position bounds are -1 to 1.
开发者ID:bmatsuo,项目名称:rex,代码行数:30,代码来源:main.go
示例16:
package main
import (
"encoding/binary"
"golang.org/x/mobile/exp/f32"
)
var dswastikaData = f32.Bytes(binary.LittleEndian,
0.0, -0.5, 0.0, 0.0, 0.5, 0.0,
-0.5, -0.5, 0.0, 0.0, -0.5, 0.0,
0.0, 0.5, 0.0, 0.5, 0.5, 0.0,
-0.5, 0.5, 0.0, -0.5, 0.0, 0.0,
-0.5, 0.0, 0.0, 0.5, 0.0, 0.0,
0.5, 0.0, 0.0, 0.5, -0.5, 0.0,
)
var swastikaData = f32.Bytes(binary.LittleEndian,
-0.4, -0.2, 0.0, 0.0, 0.4, 0.0,
-0.4, -0.2, 0.0, 0.4, -0.2, 0.0,
0.0, 0.4, 0.0, 0.4, -0.2, 0.0,
-0.4, 0.2, 0.0, 0.4, 0.2, 0.0,
-0.4, 0.2, 0.0, 0.0, -0.4, 0.0,
0.0, -0.4, 0.0, 0.4, 0.2, 0.0,
)
var quadData = f32.Bytes(binary.LittleEndian,
-0.3, -0.3, 0.0,
0.3, -0.3, 0.0,
0.3, 0.3, 0.0,
开发者ID:gitter-badger,项目名称:bukkake,代码行数:31,代码来源:data.go
注:本文中的golang.org/x/mobile/exp/f32.Bytes函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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