23     info(
"All 3D objects are in the _root3D scene and the center text is in the _root2D scene " 
   24          "and rendered in orthographic projection in screen space.");
 
   53     light1->
powers(0.2f, 0.8f, 1.0f);
 
   58     SLstring txt   = 
"This is text in 3D with font07";
 
   61     t07->
translate(-size.
x * 0.5f * scale, 1.0f, 0);
 
   64     txt         = 
"This is text in 3D with font09";
 
   67     t09->
translate(-size.
x * 0.5f * scale, 0.8f, 0);
 
   70     txt         = 
"This is text in 3D with font12";
 
   73     t12->
translate(-size.
x * 0.5f * scale, 0.6f, 0);
 
   76     txt         = 
"This is text in 3D with font20";
 
   79     t20->
translate(-size.
x * 0.5f * scale, -0.8f, 0);
 
   82     txt         = 
"This is text in 3D with font22";
 
   85     t22->
translate(-size.
x * 0.5f * scale, -1.2f, 0);
 
   89     txt           = 
"This is text in 2D with font16";
 
The AppCommon class holds the top-level instances of the app-demo.
 
Class declaration for an SLScene inherited class.
 
SLVec4< SLfloat > SLCol4f
 
static SLDeviceRotation devRot
Mobile device rotation from IMU.
 
static SLDeviceLocation devLoc
Mobile device location from GPS.
 
void assemble(SLAssetManager *am, SLSceneView *sv) override
After parallel loading of the assets the scene gets assembled in here.
 
void registerAssetsToLoad(SLAssetLoader &al) override
All scene specific assets have to be registered for async loading in here.
 
AppDemoScene2Dand3DText()
 
Toplevel holder of the assets meshes, materials, textures and shaders.
 
static SLTexFont * font20
20 pixel high fixed size font
 
static SLTexFont * font09
9 pixel high fixed size font
 
static SLTexFont * font22
22 pixel high fixed size font
 
static SLTexFont * font07
7 pixel high fixed size font
 
static SLTexFont * font12
12 pixel high fixed size font
 
static SLTexFont * font16
16 pixel high fixed size font
 
void colors(const SLCol4f &uniformColor)
Sets a uniform background color.
 
Active or visible camera node class.
 
void clipFar(const SLfloat cFar)
 
void clipNear(const SLfloat cNear)
 
void devRotLoc(SLDeviceRotation *devRot, SLDeviceLocation *devLoc)
 
void focalDist(const SLfloat f)
 
SLBackground & background()
 
void attenuation(const SLfloat kConstant, const SLfloat kLinear, const SLfloat kQuadratic)
 
void powers(SLfloat ambiPow, SLfloat diffPow, SLfloat specPow, const SLCol4f &ambiDiffSpecCol=SLCol4f::WHITE)
Sets the ambient, diffuse and specular powers all with the same color.
 
SLLightSpot class for a spot light source.
 
Defines a standard CG material with textures and a shader program.
 
SLNode represents a node in a hierarchical scene graph.
 
void addChild(SLNode *child)
 
void translation(const SLVec3f &pos, SLTransformSpace relativeTo=TS_parent)
 
void lookAt(SLfloat targetX, SLfloat targetY, SLfloat targetZ, SLfloat upX=0, SLfloat upY=1, SLfloat upZ=0, SLTransformSpace relativeTo=TS_world)
 
void translate(const SLVec3f &vec, SLTransformSpace relativeTo=TS_object)
 
The SLScene class represents the top level instance holding the scene structure.
 
SceneView class represents a dynamic real time 3D view onto the scene.
 
void camera(SLCamera *camera)
 
void doWaitOnIdle(SLbool doWI)
 
SLSphere creates a sphere mesh based on SLSpheric w. 180 deg polar angle.
 
SLVec2f calcTextSize(const SLstring &text, SLfloat maxWidth=0.0f, SLfloat lineHeightFactor=1.5f)
 
SLText creates a mesh using a textured font from SLTexFont.